Java 用螺纹重新喷漆

Java 用螺纹重新喷漆,java,multithreading,swing,jcomponent,Java,Multithreading,Swing,Jcomponent,我有2个JC组件,动画和园丁面板。我在jlayeredpane中有它们,但动画类是一个始终保持移动的角色。当我在main方法中调用repaint时,它是非常波动和缓慢的。因此,我创建了一个名为Update的新类,它将实现runnable并启动一个只调用animation.repaint()的新线程。但它仍然是阴沉和波涛汹涌的。有什么帮助吗 public class Driver { public static void main(String[] args) { Eve

我有2个JC组件,动画和园丁面板。我在jlayeredpane中有它们,但动画类是一个始终保持移动的角色。当我在main方法中调用repaint时,它是非常波动和缓慢的。因此,我创建了一个名为Update的新类,它将实现runnable并启动一个只调用animation.repaint()的新线程。但它仍然是阴沉和波涛汹涌的。有什么帮助吗

public class Driver {

    public static void main(String[] args) {
        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run(){

                 JFrame frame = new JFrame();
                    JLayeredPane pane = new JLayeredPane();
                    Animation animation = new Animation();

                GardenPanel gPanel = new GardenPanel(6,4,600,800);



                frame.setSize(800,600);
                frame.add(pane);
                // establish transparent background
                //Color transparent = new Color(0,0,0,0);

                // Initilize jcomponents
                //Garden garden = new Garden(6,4); 

                //making jcomponents visible
                animation.setSize(frame.getSize());
                gPanel.setSize(frame.getSize());


                animation.setOpaque(true);
                pane.add(animation);
                pane.add(gPanel);
                 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                    frame.setVisible(true);


            }

        });
-------动画课-------

包视图;
导入java.awt.Color;
导入java.awt.Graphics;
导入java.awt.Image;
导入java.awt.event.MouseEvent;
导入java.awt.event.MouseListener;
导入java.awt.event.MouseMotionListener;
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.ImageIcon;
导入javax.swing.JComponent;
导入javax.swing.JFrame;
导入javax.swing.JPanel;
公共类动画扩展JComponent实现MouseMotionListener、MouseListener{
最终整数帧数=10;
int picNum=0;
BuffereImage[][]图片;
int-xloc=0;
int-yloc=0;
最终int xIncr=8;
最终int yIncr=2;
最终静态整数帧宽度=900;
最终静态整数帧高度=600;
最终静态int imgWidth=165;
最终静态内照度=165;
//兽人的基本信息
颜色c=新颜色(0,0,0,0);
缓冲图像种子图像;
int-mouseX;
int-mouseY;
int seedX=xloc+imgWidth/2;
int-seedY=yloc+imgHeight/2;
int-shootX;
内射;
布尔种子射击=假;
布尔鼠标夹;
布尔移动=假;
整数幂;
公共枚举阶段{
行动,力量
}
阶段s;
国际种子力量;
长时间;
时间长;
双种子功率比=0.75;
//重写此JPanel的绘制方法,以在图片数组中循环并绘制图像
公共组件(图形g){
超级组件(g);
picNum=(picNum+1)%frameCount;
if(鼠标夹持&(s==s.POWER)){
System.out.println(power++);
}
if(种子拍摄){
cSeedTime=System.currentTimeMillis();
seedX=(int)(seedPowerRatio*1*seedPower*1.5*(cSeedTime-pSeedTime)/50+shootX);//计算seed的x-coor
种子=(int)(种子功率比*(-1)*种子功率*1.5*((int)(cSeedTime-pSeedTime))/50+0.5*0.02*(cSeedTime-pSeedTime)*(cSeedTime-pSeedTime)/(50^2)+射击);
//计算种子的y-coor
}
如果(种子>射击+imgWidth/4){
种子射击=假;
seedX=xloc+imgWidth/2;
seedY=yloc+imgHeight/2;
}
g、 drawImage(pics[1][picNum],xloc,yloc,c,this);
g、 drawImage(seedImage、seedX、seedY、imgWidth/8、imgHeight/8、this);
}
//构造函数:在数组中获取图像、段和存储
公共动画(){
seedImage=createImage();
BuffereImage[]img=createAnimation();
pics=新的缓冲区图像[img.length][10];
对于(int j=0;jmouseX)和&(xloc-imgWidth/2-1mouseY)和&(yloc-imgHeight/2-1package view;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;



  public class Animation extends JComponent implements MouseMotionListener, MouseListener{
    final int frameCount = 10;
    int picNum = 0;
    BufferedImage[][] pics;
    int xloc = 0;
    int yloc = 0;
    final int xIncr = 8;
    final int yIncr = 2;
    final static int frameWidth = 900;
    final static int frameHeight = 600;
    final static int imgWidth = 165;
    final static int imgHeight = 165;
    //basic info about the orc
    Color c = new Color(0, 0, 0, 0);

    BufferedImage seedImage; 
    int mouseX;
    int mouseY;
    int seedX = xloc+imgWidth/2;
    int seedY = yloc+imgHeight/2;
    int shootX;
    int shootY;
    boolean seedShooting = false;
    boolean mouseholding;
    boolean moving = false;
    int power;
    public enum stage {
        MOVE, POWER
    }
    stage s;
    int seedPower;
    long pSeedTime;
    long cSeedTime;
    double seedPowerRatio = 0.75;

    //Override this JPanel's paint method to cycle through picture array and draw images
    public void paintComponent(Graphics g) {
        super.paintComponent(g);
        picNum = (picNum + 1) % frameCount;
        if(mouseholding && (s == s.POWER)){
            System.out.println(power++);
        }
        if(seedShooting){
            cSeedTime = System.currentTimeMillis();

            seedX = (int) ( seedPowerRatio * 1*seedPower*1.5*(cSeedTime - pSeedTime)/50 + shootX ); // calculate x-coor of seed
            seedY = (int) ( seedPowerRatio * (-1)*seedPower*1.5*((int)(cSeedTime - pSeedTime))/50 + 0.5*0.02*(cSeedTime - pSeedTime)*(cSeedTime - pSeedTime)/(50^2) +shootY);   
            //calculate y-coor of seed
        }
        if(seedY>shootY+imgWidth/4){
            seedShooting = false;
            seedX = xloc+imgWidth/2;
            seedY = yloc+imgHeight/2;
        }
        g.drawImage(pics[1][picNum], xloc, yloc, c, this);
        g.drawImage(seedImage, seedX, seedY, imgWidth/8, imgHeight/8, this);
    }



    //Constructor: get image, segment and store in array
    public Animation(){
        seedImage = createImage(); ;
        BufferedImage[] img = createAnimation();
        pics = new BufferedImage[img.length][10];
        for(int j = 0; j < img.length; j++){
            for(int i = 0; i < frameCount; i++)
                pics[j][i] = img[j].getSubimage(imgWidth*i, 0, imgWidth, imgHeight);
        }
        addMouseMotionListener(this);
        addMouseListener(this);

        Thread background = new Thread(new Background());
        //background.setDaemon(true);
        background.start();

    }  

    //Read image from file and return
    private BufferedImage[] createAnimation(){
        BufferedImage[] bufferedImage = new BufferedImage[4];
        try {
            bufferedImage[0] = ImageIO.read(new File("images/orc_forward_southeast.png"));
            bufferedImage[1] = ImageIO.read(new File("images/orc_forward_southwest.png"));
            bufferedImage[2] = ImageIO.read(new File("images/orc_forward_northeast.png"));
            bufferedImage[3] = ImageIO.read(new File("images/orc_forward_northwest.png"));
            return bufferedImage;
        } catch (IOException e) {
            e.printStackTrace();
        }
        return null;
    }

    private BufferedImage createImage(){
        BufferedImage bufferedImage;
        try {
            bufferedImage = ImageIO.read(new File("images/seed.png"));
            return bufferedImage;
        } catch (IOException e) {
            e.printStackTrace();
        }
        return null;

        // TODO: Change this method so you can load other orc animation bitmaps
    }

    // implement the method in mouseListener and mouseMotionListener interface
    @Override
    public void mouseDragged(MouseEvent event) {
        mouseX = event.getX();
        mouseY = event.getY();
        if( ( xloc<mouseX ) && (xloc+imgWidth >mouseX) && (yloc<mouseY) && (yloc+imgHeight>mouseY) && (s==stage.MOVE) ){
            //System.out.println("Imagecoor:("+xloc+", "+yloc+")"+" mousecoor:("+mouseX+","+mouseY+")"); 
            // you can print the coordinate if you want     
            //xloc = mouseX-imgWidth/2;
            yloc = mouseY-imgHeight/2;
            seedX = xloc + imgWidth/2;
            seedY = yloc + imgHeight/2;
        }   
    } // draging the image
    @Override
    public void mouseMoved(MouseEvent arg0) {
    }
    @Override
    public void mouseClicked(MouseEvent e) {
    }
    @Override
    public void mouseEntered(MouseEvent e) {    
    }
    @Override
    public void mouseExited(MouseEvent e) { 
    }

    // for increasing the power.
    @Override
    public void mousePressed(MouseEvent event) { 
        mouseholding = true;
        mouseX = event.getX();
        mouseY = event.getY();
        if((xloc+imgWidth/2+1> mouseX) && (xloc-imgWidth/2-1< mouseX)&&(yloc+imgHeight/2+1 > mouseY)&&(yloc-imgHeight/2-1 < mouseY)  ){     
            s = stage.POWER;
        }
    }
    @Override
    public void mouseReleased(MouseEvent event) {
        mouseholding = false;
        if(s == stage.POWER){
            pSeedTime = System.currentTimeMillis();
            seedPower = power;
            shootX = seedX;
            shootY = seedY;
            seedShooting = true;
        }
        s = stage.MOVE;
        power = 0;
    }

    protected class Background implements Runnable{

        @Override
        public void run() {
            while(true){

                repaint();


            }
        }


    }
Thread background = new Thread(new Background());
    //background.setDaemon(true);
    background.start();
protected class Background implements Runnable{

        @Override
        public void run() {
            while(true){ <-- it is true, true and true, who is changing it?

                repaint();


            }
        }