Can';t在java中绘制形状
我很确定这段代码应该在文本旁边的屏幕上画一个椭圆形。然而,这个词是所有出现的,其余的屏幕是黑色的。这似乎发生在任何原始形状上。我想我对java相当了解,但图形化的东西让我很困惑。我对此束手无策,任何帮助都将不胜感激Can';t在java中绘制形状,java,swing,animation,graphics,jframe,Java,Swing,Animation,Graphics,Jframe,我很确定这段代码应该在文本旁边的屏幕上画一个椭圆形。然而,这个词是所有出现的,其余的屏幕是黑色的。这似乎发生在任何原始形状上。我想我对java相当了解,但图形化的东西让我很困惑。我对此束手无策,任何帮助都将不胜感激 import javax.swing.*; import java.awt.*; import java.awt.image.*; import java.util.ArrayList; public class Game extends JPanel implements Run
import javax.swing.*;
import java.awt.*;
import java.awt.image.*;
import java.util.ArrayList;
public class Game extends JPanel implements Runnable {
int W = 4;
int H = 3;
int windowSize = 300;
boolean running;
static boolean drawHitBoxes = true;
int FPSLimit = 30;
private Thread thread;
private BufferedImage buffer;
private Graphics2D g;
public Game() {
super();
setPreferredSize(new Dimension(W * windowSize, H * windowSize));
setFocusable(true);
requestFocus();
}
public void addNotify() {
super.addNotify();
if (thread == null) {
thread = new Thread(this);
thread.start();
}
}
public void run() {
running = true;
buffer = new BufferedImage(W * windowSize, H * windowSize,
BufferedImage.TYPE_INT_RGB);
g = (Graphics2D) buffer.getGraphics();
// citList.add(new Citizen(200, 200, "Joe"));
long startTime;
long waitTime;
long frameTime = 1000 / FPSLimit; // /How long one frame should take
long currentFrameTime;
while (running) {
startTime = System.nanoTime(); // record when loop starts
gameUpdate();
gameRender();
gameDraw();
// Calculate how long the current frame took
currentFrameTime = (System.nanoTime() - startTime) / 1000000;
waitTime = frameTime - currentFrameTime;
try {
Thread.sleep(waitTime);
} catch (Exception e) {
} // Sleep for the remaining time
}
}
private void gameUpdate() {
// for(Citizen i:citList){i.update();} //Update citizens
}
private void gameRender() {
g.setColor(Color.WHITE);
g.drawOval(100, 100, W - 100, H - 100);
g.setColor(Color.WHITE);
g.drawString("Text.", 100, 100);
System.out.println("Drawing white box.");
// for(Citizen i:citList){i.draw(g);} //Draw citizens
}
private void gameDraw() {
Graphics gMain = this.getGraphics();
gMain.drawImage(buffer, 0, 0, null);
}
}
W是4,H是3,所以既然W-100
是-96,H-100
是-97,那么第三个和第四个参数都是负数,这对于Graphics#drawOval(…)
方法没有意义,因为椭圆的宽度和高度怎么可能是负数。解决方案:确保在调用此方法时只使用有意义的正参数。也许你想要的是:
// but you'll also want to avoid magic numbers such as 100 & 200 as well
g.drawOval(100, 100, W * windowSize - 200, H * windowSize - 200);
顺便说一句,我自己更喜欢使用被动图形,在paintComponent中绘制,每当我看到带有图形或Graphics2D实例字段的Swing代码时,我都会感到害怕。。另外,您的代码似乎不遵守Swing线程规则,因为它似乎正在对Swing事件线程进行Swing调用。我认为最好创建paintComponent方法,并将gameRender和gameDraw传输到那里,然后在while循环中用repaint()替换它们的方法调用。下面是有效的代码
import javax.swing.*;
import java.awt.*;
import java.awt.image.*;
import java.util.ArrayList;
public class Game extends JPanel implements Runnable {
int W = 4;
int H = 3;
int windowSize = 300;
boolean running;
static boolean drawHitBoxes = true;
int FPSLimit = 30;
private Thread thread;
private BufferedImage buffer;
private Graphics2D g;
public Game() {
super();
setPreferredSize(new Dimension(W * windowSize, H * windowSize));
setFocusable(true);
requestFocus();
}
public void addNotify() {
super.addNotify();
if (thread == null) {
thread = new Thread(this);
thread.start();
}
}
public void run() {
running = true;
buffer = new BufferedImage(W * windowSize, H * windowSize,
BufferedImage.TYPE_INT_RGB);
g = (Graphics2D) buffer.getGraphics();
// citList.add(new Citizen(200, 200, "Joe"));
long startTime;
long waitTime;
long frameTime = 1000 / FPSLimit; // /How long one frame should take
long currentFrameTime;
while (running) {
startTime = System.nanoTime(); // record when loop starts
gameUpdate();
//gameRender();
//gameDraw();
repaint();
// Calculate how long the current frame took
currentFrameTime = (System.nanoTime() - startTime) / 1000000;
waitTime = frameTime - currentFrameTime;
try {
Thread.sleep(waitTime);
} catch (Exception e) {
} // Sleep for the remaining time
}
}
private void gameUpdate() {
// for(Citizen i:citList){i.update();} //Update citizens
}
private void gameRender() {
g.setColor(Color.WHITE);
//g.drawOval(100, 100, W - 100, H - 100);
g.drawOval(100, 100, 100, 100);
g.setColor(Color.WHITE);
g.drawString("Text.", 100, 100);
//System.out.println("Drawing white box.");
// for(Citizen i:citList){i.draw(g);} //Draw citizens
}
private void gameDraw(Graphics gMain) {
//Graphics gMain = this.getGraphics();
gMain.drawImage(buffer, 0, 0, null);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
gameRender();
gameDraw(g);
}
}
正如@Hovercraft在他的回答中指出的,代码“g.drawOval(100100,W-100,H-100)”中的W-100和H-100将产生负数。我不知道您希望在那里得到什么值,但我只是将它们替换为100以删除错误。请参见编辑以回答问题。您可能需要:
g.drawOval(100100,W*windowSize-200,H*windowSize-200)我的天啊,我不敢相信我这么做了,我看不见。这太令人尴尬了。谢谢。与AWT程序不同,您几乎不应该在Swing组件上调用updateUI()
,除非您是在更改外观之后调用的。@HovercraftFullOfEels为什么?这会造成延迟吗?@HovercraftFullOfEels。在本例中,触发受保护的void paintComponent(图g)的最佳方法是什么?我更新了答案,并将updateUI()更改为repaint(),我更喜欢1+。有关Swing和AWT中update()
用法的更多信息,请参阅。
import javax.swing.*;
import java.awt.*;
import java.awt.image.*;
import java.util.ArrayList;
public class Game extends JPanel implements Runnable {
int W = 4;
int H = 3;
int windowSize = 300;
boolean running;
static boolean drawHitBoxes = true;
int FPSLimit = 30;
private Thread thread;
private BufferedImage buffer;
private Graphics2D g;
public Game() {
super();
setPreferredSize(new Dimension(W * windowSize, H * windowSize));
setFocusable(true);
requestFocus();
}
public void addNotify() {
super.addNotify();
if (thread == null) {
thread = new Thread(this);
thread.start();
}
}
public void run() {
running = true;
buffer = new BufferedImage(W * windowSize, H * windowSize,
BufferedImage.TYPE_INT_RGB);
g = (Graphics2D) buffer.getGraphics();
// citList.add(new Citizen(200, 200, "Joe"));
long startTime;
long waitTime;
long frameTime = 1000 / FPSLimit; // /How long one frame should take
long currentFrameTime;
while (running) {
startTime = System.nanoTime(); // record when loop starts
gameUpdate();
//gameRender();
//gameDraw();
repaint();
// Calculate how long the current frame took
currentFrameTime = (System.nanoTime() - startTime) / 1000000;
waitTime = frameTime - currentFrameTime;
try {
Thread.sleep(waitTime);
} catch (Exception e) {
} // Sleep for the remaining time
}
}
private void gameUpdate() {
// for(Citizen i:citList){i.update();} //Update citizens
}
private void gameRender() {
g.setColor(Color.WHITE);
//g.drawOval(100, 100, W - 100, H - 100);
g.drawOval(100, 100, 100, 100);
g.setColor(Color.WHITE);
g.drawString("Text.", 100, 100);
//System.out.println("Drawing white box.");
// for(Citizen i:citList){i.draw(g);} //Draw citizens
}
private void gameDraw(Graphics gMain) {
//Graphics gMain = this.getGraphics();
gMain.drawImage(buffer, 0, 0, null);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
gameRender();
gameDraw(g);
}
}