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Java游戲中未顯示背景圖片

[英]Background image not showing in Java Game

這是我的一個較早的問題的跟進問題。 我正在制作一個Java游戲,它基本上是一個帶有字符圖像的JFrame,一些由fillRect()組成的健康欄都位於背景圖像之上。 問題是出現了健康欄和角色,但沒有背景圖像。

這是Game類的簡化版本,它具有main()和render()方法:

public class Game extends Canvas implements Runnable{

    public static boolean running = false;
    public Thread gameThread;

    private BufferedImage playerSpriteSheet;
    private ImageManager im;

    private static Player player;
    private static HealthBar healthBars;
    private static BackgroundImage backgroundImage;

    public void init(){
        ImageLoader loader = new ImageLoader();
        playerSpriteSheet = loader.load("/spriteSheet.png");
        SpriteSheet pss = new SpriteSheet(playerSpriteSheet);

        im = new ImageManager(pss);

        backgroundImage = new BackgroundImage("/background.png");
        player = new Player(800, 250, im);
        healthBars = new HealthBar(200, 200);

        this.addKeyListener(new KeyManager());
    }

    public synchronized void start() {
        if(running)return;
        running = true;
        gameThread = new Thread(this);
        gameThread.start();
    }

    public synchronized void stop() {
        if(!running)return;
        running = false;
        try {
            gameThread.join();
        } catch (InterruptedException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }
    }

    public void run() {
        init();
        long lastTime = System.nanoTime();
        final double amountOfTicks = 60D;
        double ns = 1_000_000_000/amountOfTicks;
        double delta = 0;
        long now = System.nanoTime();

        while(running)
        {
            delta += (now - lastTime)/ns;
            lastTime = now;
            if(delta >= 1)
            {
                tick();
                delta--;
            }
            render();
        }
        stop();
    }

    public void tick() {
        player.tick();
    }

    public void render() {

        BufferStrategy bs = this.getBufferStrategy();
        if(bs == null)
        {
            createBufferStrategy(3); //Use 5 at most
            return;
        }
        Graphics g = bs.getDrawGraphics();

        //RENDER HERE
        backgroundImage.render(g);
        player.render(g);
        healthBars.render(g);


        //END RENDER
        g.dispose();
        bs.show();
    }

    public static void main(String[] args)
    {
        JLabel backgroundImage;
        JLabel controlKeyPanel;
        JLabel statusLabel;

        Game game = new Game();
        game.setPreferredSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
        game.setMaximumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
        game.setMinimumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));

        JFrame frame = new JFrame("Title");
        frame.setResizable(false);
        frame.setSize(WIDTH * SCALE, HEIGHT * SCALE);
        frame.setLayout(new BorderLayout());

        backgroundImage = new JLabel(new ImageIcon("/background.png"));

        String htmlButtonGuide = "words";
        controlKeyPanel = new JLabel(htmlButtonGuide);

        statusLabel = new JLabel("label");


        frame.add(backgroundImage, BorderLayout.CENTER);
        frame.add(controlKeyPanel, BorderLayout.EAST);
        frame.add(statusLabel, BorderLayout.SOUTH);

        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.add(game);

        frame.setVisible(true);

        game.start();
        //Program seems to continue running after ESC
    }

    public static Player getPlayer() {
        return player;
    }

}

這是BackGroundImage類:

public class BackgroundImage {

    private Image background = null;


    public BackgroundImage(String s) {
        if(s == null)
        {
            background = getImage(s);
        }
    }

    public void render(Graphics g) {
        Graphics2D g2 = (Graphics2D)g;
        g2.drawImage(background, 0, 0, 1200, 600, null);
    }

    public Image getImage(String path) {

        Image tempImage = null;

        File image2 = new File(path);
        try {
            tempImage = ImageIO.read(image2);
        } catch (IOException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }

        return tempImage;
    }
}

我關心的是render()方法重用“ g” Graphics對象將所有3件事添加到屏幕上。 有人告訴我不要將輕質的Swing健康欄與沉重的AWT背景和特征結合在一起? 誰能指出我正確的方向以顯示背景? 渲染方法不應該照顧背景嗎? 我只需要設置一次背景。 它不需要像健康欄和角色一樣不斷更新,對嗎?

讓我們從...開始

backgroundImage = new BackgroundImage("/background.png");

變成...

File image2 = new File(path);

要么

File image2 = new File("/background.png");

這樣您就可以看到...這有問題嗎? 這是請求駐留在當前驅動器根目錄中的文件...不是我想的那樣...

圖像存儲在主項目文件夾中的“ res”文件夾中

這將建議您使用...

backgroundImage = new BackgroundImage("res/background.png");

假設圖像不是嵌入式資源。

下一個...

public BackgroundImage(String s) {
    if (s == null) {
        background = getImage(s);
    }
}

因此,您只想在引用為null嘗試加載圖像?

旁注...

frame.setSize(WIDTH * SCALE, HEIGHT * SCALE); 這是一個壞主意,因為框架的邊框會占據框架本身側面的空間。

最好重寫CanvasgetPreferredSize方法,並提供要使用的默認大小值,然后在框架上調用pack 這會將框架的大小計算為內容的首選大小加上框架邊框的要求...

您的“游戲循環”正在瘋狂……

while (running) {
    delta += (now - lastTime) / ns;
    lastTime = now;
    if (delta >= 1) {
        tick();
        delta--;
    }
    render();
}

基本上,這將盡可能快地運行,並減少其他線程運行的機會,最終使您的游戲(可能還有您的PC)屈服

這是運行循環的“簡單”概念。

public void run() {
    init();
    final long amountOfTicks = 60;
    long ns = Math.round(1_000_000_000 / (double)amountOfTicks);

    int frames = 0;
    long frameStart = System.currentTimeMillis();

    while (running) {
        long startedAt = System.nanoTime();
        tick();
        render();
        long completedAt = System.nanoTime();
        long duration = completedAt - startedAt;

        long frameEnd = System.currentTimeMillis();
        if (frameEnd - frameStart >= 1000) {
            System.out.println(frames);
            frames = 0;
            frameStart = System.currentTimeMillis();
        } else {
            frames++;
        }

        long rest = ns - duration;
        if (rest > 0) {
            rest = TimeUnit.MILLISECONDS.convert(rest, TimeUnit.NANOSECONDS);
            try {
                Thread.sleep(rest);
            } catch (InterruptedException ex) {
            }
        }
    }
    stop();
}

基本上,它試圖確保每次迭代之間都有足夠的延遲,以維持您要定位的60fps ...而不會餓死系統...

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