Java 乒乓球的球拍不停地抖动,没有停留在一个位置

Java 乒乓球的球拍不停地抖动,没有停留在一个位置,java,game-engine,interpolation,game-loop,pong,Java,Game Engine,Interpolation,Game Loop,Pong,请看我的乒乓球游戏的以下结构 gameLoop();方法 //Only run this in another Thread! private void gameLoop() { //This value would probably be stored elsewhere. final double GAME_HERTZ = 30.0; //Calculate how many ns each frame should take for o

请看我的乒乓球游戏的以下结构

gameLoop();方法

   //Only run this in another Thread!
   private void gameLoop()
   {
      //This value would probably be stored elsewhere.
      final double GAME_HERTZ = 30.0;
      //Calculate how many ns each frame should take for our target game hertz.
      final double TIME_BETWEEN_UPDATES = 1000000000 / GAME_HERTZ;
      //At the very most we will update the game this many times before a new render.
      //If you're worried about visual hitches more than perfect timing, set this to 1.
      final int MAX_UPDATES_BEFORE_RENDER = 5;
      //We will need the last update time.
      double lastUpdateTime = System.nanoTime();
      //Store the last time we rendered.
      double lastRenderTime = System.nanoTime();

      //If we are able to get as high as this FPS, don't render again.
      final double TARGET_FPS = 60;
      final double TARGET_TIME_BETWEEN_RENDERS = 1000000000 / TARGET_FPS;

      //Simple way of finding FPS.
      int lastSecondTime = (int) (lastUpdateTime / 1000000000);

      while (running)
      {
         double now = System.nanoTime();
         int updateCount = 0;

         if (!paused)
         {

             //Do as many game updates as we need to, potentially playing catchup.
            while( now - lastUpdateTime > TIME_BETWEEN_UPDATES && updateCount < MAX_UPDATES_BEFORE_RENDER )
            {
               updateGame();
               lastUpdateTime += TIME_BETWEEN_UPDATES;
               updateCount++;
            }



            //If for some reason an update takes forever, we don't want to do an insane number of catchups.
            //If you were doing some sort of game that needed to keep EXACT time, you would get rid of this.
            if ( now - lastUpdateTime > TIME_BETWEEN_UPDATES)
            {

               lastUpdateTime = now - TIME_BETWEEN_UPDATES;
            }


            //Render. To do so, we need to calculate interpolation for a smooth render.
           float interpolation = Math.min(1.0f, (float) ((now - lastUpdateTime) / TIME_BETWEEN_UPDATES) );

           //float interpolation = 1.0f;

            drawGame(interpolation);
            lastRenderTime = now;

            //Yield until it has been at least the target time between renders. This saves the CPU from hogging.
            while ( now - lastRenderTime < TARGET_TIME_BETWEEN_RENDERS && now - lastUpdateTime < TIME_BETWEEN_UPDATES)
            {
               Thread.yield();

               //This stops the app from consuming all your CPU. It makes this slightly less accurate, but is worth it.
               //You can remove this line and it will still work (better), your CPU just climbs on certain OSes.
               //FYI on some OS's this can cause pretty bad stuttering. Scroll down and have a look at different peoples' solutions to this.
               try {Thread.sleep(1);} catch(Exception e) {} 

               now = System.nanoTime();
            }


         }
      }
   }
  if(p1_up){


        if(player.equals("p1")){
                    p1.moveUp();
        }
        else
        {

                    p2.moveUp();

        }


  }
  else if(p1_down){


          if(player.equals("p1")){

                    p1.moveDown();

          }
          else
          {

                p2.moveDown();

          }


  }
      public void paintComponent(Graphics g)
      {

          super.paintComponent(g);

          for(int i=0;i<balls.size();i++){

              paintBall(g, balls.get(i));

          }

          drawPaddle(g, p1);          
          drawPaddle(g, p2);




      }





      public void drawPaddle(Graphics g, Paddle p){


          paddle_drawX = (int)((p.x - p.last_x)*interpolation + p.last_x);
          paddle_drawY = (int)((p.y - p.last_y)*interpolation + p.last_y);



              g.drawRect(paddle_drawX, paddle_drawY, 10, 50);


      }
moveUp();向下移动();划桨法

  public void moveUp(){

      last_y = y;
      last_x = x;

      y -= 50.0;


  }




  public void moveDown(){

      last_y = y;
      last_x = x;

      y += 50.0;


  }
drawGame(插值);方法

   //Only run this in another Thread!
   private void gameLoop()
   {
      //This value would probably be stored elsewhere.
      final double GAME_HERTZ = 30.0;
      //Calculate how many ns each frame should take for our target game hertz.
      final double TIME_BETWEEN_UPDATES = 1000000000 / GAME_HERTZ;
      //At the very most we will update the game this many times before a new render.
      //If you're worried about visual hitches more than perfect timing, set this to 1.
      final int MAX_UPDATES_BEFORE_RENDER = 5;
      //We will need the last update time.
      double lastUpdateTime = System.nanoTime();
      //Store the last time we rendered.
      double lastRenderTime = System.nanoTime();

      //If we are able to get as high as this FPS, don't render again.
      final double TARGET_FPS = 60;
      final double TARGET_TIME_BETWEEN_RENDERS = 1000000000 / TARGET_FPS;

      //Simple way of finding FPS.
      int lastSecondTime = (int) (lastUpdateTime / 1000000000);

      while (running)
      {
         double now = System.nanoTime();
         int updateCount = 0;

         if (!paused)
         {

             //Do as many game updates as we need to, potentially playing catchup.
            while( now - lastUpdateTime > TIME_BETWEEN_UPDATES && updateCount < MAX_UPDATES_BEFORE_RENDER )
            {
               updateGame();
               lastUpdateTime += TIME_BETWEEN_UPDATES;
               updateCount++;
            }



            //If for some reason an update takes forever, we don't want to do an insane number of catchups.
            //If you were doing some sort of game that needed to keep EXACT time, you would get rid of this.
            if ( now - lastUpdateTime > TIME_BETWEEN_UPDATES)
            {

               lastUpdateTime = now - TIME_BETWEEN_UPDATES;
            }


            //Render. To do so, we need to calculate interpolation for a smooth render.
           float interpolation = Math.min(1.0f, (float) ((now - lastUpdateTime) / TIME_BETWEEN_UPDATES) );

           //float interpolation = 1.0f;

            drawGame(interpolation);
            lastRenderTime = now;

            //Yield until it has been at least the target time between renders. This saves the CPU from hogging.
            while ( now - lastRenderTime < TARGET_TIME_BETWEEN_RENDERS && now - lastUpdateTime < TIME_BETWEEN_UPDATES)
            {
               Thread.yield();

               //This stops the app from consuming all your CPU. It makes this slightly less accurate, but is worth it.
               //You can remove this line and it will still work (better), your CPU just climbs on certain OSes.
               //FYI on some OS's this can cause pretty bad stuttering. Scroll down and have a look at different peoples' solutions to this.
               try {Thread.sleep(1);} catch(Exception e) {} 

               now = System.nanoTime();
            }


         }
      }
   }
  if(p1_up){


        if(player.equals("p1")){
                    p1.moveUp();
        }
        else
        {

                    p2.moveUp();

        }


  }
  else if(p1_down){


          if(player.equals("p1")){

                    p1.moveDown();

          }
          else
          {

                p2.moveDown();

          }


  }
      public void paintComponent(Graphics g)
      {

          super.paintComponent(g);

          for(int i=0;i<balls.size();i++){

              paintBall(g, balls.get(i));

          }

          drawPaddle(g, p1);          
          drawPaddle(g, p2);




      }





      public void drawPaddle(Graphics g, Paddle p){


          paddle_drawX = (int)((p.x - p.last_x)*interpolation + p.last_x);
          paddle_drawY = (int)((p.y - p.last_y)*interpolation + p.last_y);



              g.drawRect(paddle_drawX, paddle_drawY, 10, 50);


      }
我通过全局变量在主类中启动桨的位置

public Paddle p1 = new Paddle(10, 10);
public Paddle p2 = new Paddle(950, 10);
我有以下事件侦听器来处理按键

  Action handle_up_action = new AbstractAction(){

      public void actionPerformed(ActionEvent e){

          p1_up = true;


      }

  };



  Action handle_up_action_released = new AbstractAction(){

      public void actionPerformed(ActionEvent e){

          p1_up = false;
      }

  };


  Action handle_down_action = new AbstractAction(){

      public void actionPerformed(ActionEvent e){

          p1_down = true;


      }

  };



  Action handle_down_action_released = new AbstractAction(){

      public void actionPerformed(ActionEvent e){

          p1_down = false;

      }

  };

通过
插值
,您想要实现什么?根据我的理解,它表示上一次“更新时间”与下一次“更新时间”之间经过的时间百分比。 因此,它应该每33.3毫秒从0持续前进到1

我不知道如何在
彩弹
方法中使用这个
插值
变量,但对于划桨,它将在
p.x之间的“伪随机位置”绘制划桨;p、 y
p.last_x;p、 最后一次(取决于两次更新之间的时间)

为了纠正这一点,根据循环逻辑,您应该了解每个游戏实体(球、桨等)必须有两种状态(位置): -逻辑状态,在每次更新之间仅更新一次 -视觉状态,可在每次渲染时随时更新

这与您有一组点(表示逻辑状态)并且希望在这些点之间的任意位置插值(表示视觉状态)的情况相同。 您的代码如下所示

第一个解决方案

纠正桨叶抖动的最简单方法是避免插值并使用:

public void drawPaddle(Graphics g, Paddle p){
   paddle_drawX = (int)p.x;
   paddle_drawY = (int)p.y;
   g.drawRect(paddle_drawX, paddle_drawY, 10, 50);
}
但是您的移动看起来像(视觉位置只会在每次更新之间更改一次)

第二种解决方案

你想要
p.x;p、 y
为逻辑位置,但视觉位置应在
p.last_x;p、 last_y
和逻辑位置(如果渲染是在输入处理和下一个UpdateName()之间完成的):必须重置
p.last_x;p、 上次调用
updateGame()
时。要实现这一点,请在
updateGame()中调用桨的updateMovement()方法


您可以使用其他解决方案,例如使用速度变量或移动功能,以实现平滑移动、加速等。它主要是第二种解决方案的推广。它需要更大的变化,但更灵活、更强大。要实现这一点,您可能需要将最后一个“更新位置”和所有与运动相关的变量(如运动开始日期)存储在桨中。添加一个方法来检索两次更新之间的任何日期都可以调用的“视觉位置”,以及一个更新“逻辑位置”的方法,该方法称为each
updateGame()

桨叶运动是如何启动和停止的?我编辑了我的帖子,其中包括了桨叶类和运动是如何启动的。但是,我认为我没有代码来阻止这场运动。我以为moveUp(),moveDown()方法会解决这个问题。我错了吗?谢谢@user3059427 p1_up和p1_down等的值在哪里设置?@Quilliom我编辑了一篇帖子,在哪里设置了p1_up和p1_down。我能知道我的帖子为什么被否决吗?我违反了一些规则吗?