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Java-Tile Map Image Flickering-我該怎么做才能阻止這種情況?

[英]Java-Tile Map Image Flickering-What can i do to stop this?

我正在制作一個吃豆子游戲,我在一個數組中有一個 MAP,我在地圖中分配了不同的值來繪制不同的圖像,以創建一個吃豆子地圖……但它到處都在閃爍

任何確定問題的幫助都會很棒

我意識到這是大量閱讀,但我已經看了幾個小時並沒有弄清楚......我是編程新手,所以我認為更有經驗的眼睛真的可以讓我受益

繪制地圖

public void drawMap() {
    BufferStrategy bs = this.getBufferStrategy();
    do {
        do {
            Graphics g = null;
            g = getGraphics();
            try {
                for (int x = 0; x < graphics.map.width; x++) {
                    for (int y = 0; y < graphics.map.height; y++) {
                        tile = graphics.map.level1[y][x];
                        //System.out.println(y + ", " + x);
                        int tileX = x * 21; //(int) (x * 21.42857142857143);
                        int tileY = y * 26; //(int) (y * 25.80645161290323);
                        if (tile == 0) {
                            g.drawImage(wall, tileX, tileY, 21, 26, null);
                            //System.out.println(x + ", " + y);
                        }
                        if (tile == 1) {
                            //g.drawImage(space,tileX, tileY, (int)21.42857142857143, (int) 25.80645161290323,null);
                        }

                    }
                }
            } finally {
                g.dispose();
            }
        } while (bs.contentsRestored());
        bs.show();
    } while (bs.contentsLost());

}
    

使成為

public void render() {
    BufferStrategy bs = this.getBufferStrategy();
    do {
        do {
            drawn = false;

            Graphics g = null;


            try {
                g = bs.getDrawGraphics();

                if (MAIN_MENU == false && GAME == true) {
                    if (level1test) {
                        if (!drawn) {
                            drawMap();
                            drawn = true;
                        }

                        //g.drawImage(level1,0,0,getWidth(),getHeight(),null);
                    }

                    if (level2test == true) {
                        g.drawImage(level2, 0, 0, getWidth(), getHeight(), null);
                    }

                    g.drawImage(point, playerX, playerY, playerHeight, playerWidth, null);
                } else if (MAIN_MENU == false && GAME == false) {
                    g.drawImage(settingsBackground, 0, 0, getWidth(), getHeight(), null);
                } else {
                    g.drawImage(background, 0, 0, getWidth(), getHeight(), null);
                }
            } finally {
                g.dispose();
            }
        } while (bs.contentsRestored());
        bs.show();
    } while (bs.contentsLost());
}
            

運行和計時器

public void run() 
{
    long lastTime = System.nanoTime();
    double nsPerTick = 1000000000 / 60D;
    long lastTimer = System.currentTimeMillis();
    double delta = 0;
    
    int frames = 0;
    int ticks = 0;
    
    while (running == true) {
        long now = System.nanoTime();
        delta += (now - lastTime) / nsPerTick;
        lastTime = now;
        boolean render = false;
        
        while (delta >= 1) {
            ticks++;
            tick();
            delta -= 1;
            render = true;
            
        }
        
            try {
                Thread.sleep(3);        //keep the Frames from going to high
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
            
        if(render == true){
        frames++;
        render();
        }
        
        if (System.currentTimeMillis() - lastTimer >= 1000) {
            lastTimer +=1000;
            //System.out.println("Frames: " + frames + "   Ticks: " + ticks); 
            
            frames = 0;
            ticks = 0;
        }
    }
}

映射數組

public static int width = 28;
public static int height = 31;

public static int[][] level1 = {
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
    {0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,},
    {0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,1,0,},
    {0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,1,0,},
    {0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,1,0,},
    {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,},
    {0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,1,0,},
    {0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,1,0,},
    {0,1,1,1,1,1,1,0,0,1,1,1,1,0,0,1,1,1,1,0,0,1,1,1,1,1,1,0,},
    {0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,},
    {1,1,1,1,1,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,1,1,1,1,1,},
    {1,1,1,1,1,0,1,0,0,1,1,1,1,1,1,1,1,1,1,0,0,1,0,1,1,1,1,1,},
    {1,1,1,1,1,0,1,0,0,1,1,1,1,1,1,1,1,1,1,0,0,1,0,1,1,1,1,1,},
    {1,1,1,1,1,0,1,0,0,1,1,1,1,1,1,1,1,1,1,0,0,1,0,1,1,1,1,1,},
    {1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,},
    {1,1,1,1,1,0,1,0,0,1,1,1,1,1,1,1,1,1,1,0,0,1,0,1,1,1,1,1,},
    {1,1,1,1,1,0,1,0,0,1,1,1,1,1,1,1,1,1,1,0,0,1,0,1,1,1,1,1,},
    {1,1,1,1,1,0,1,0,0,1,1,1,1,1,1,1,1,1,1,0,0,1,0,1,1,1,1,1,},
    {1,1,1,1,1,0,1,0,0,1,1,1,1,1,1,1,1,1,1,0,0,1,0,1,1,1,1,1,},
    {0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,},
    {0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,},
    {0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,1,0,},
    {0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,1,0,},
    {0,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,0,},
    {0,0,0,1,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,0,0,1,0,0,0,},
    {0,0,0,1,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1,0,0,1,0,0,0,},
    {0,1,1,1,1,1,1,0,0,1,1,1,1,0,0,1,1,1,1,0,0,1,1,1,1,1,1,0,},
    {0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,},
    {0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,},
    {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,}
};

你需要雙緩沖區,問題是java用背景顏色繪制畫布,然后放置grahpics指令,所以,如果你需要更改圖像,你可以在“隱藏圖像”中進行,當它准備好打印時用新渲染的圖像替換圖像的畫布區域。 更多信息請參見 Java 中的雙緩沖區 編輯:差點忘了,真的很容易做到,這里是一個雙緩沖示例

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