[英]Timer speeding up in Java
我知道還有其他問題,但是似乎沒有一個問題可以幫助我解決問題。 在我的游戲中,有一個射擊導彈的玩家,向負y飛行,直到其消失在屏幕外,然后回到其原始位置並等待再次射擊。 但是,每次發射導彈時,它都會變得更快,就像Timer()中的延遲變得更短一樣。 編碼:
主班:
public class ShooterGame extends JFrame{
static int playerX=500;
static int playerY=520;
InputHandler input = new InputHandler(this);
public static Player player = new Player(playerX,playerY,50,50);
public static void main(String[] args){
ShooterGame game = new ShooterGame();
game.run();
System.exit(0);
}
static int windowWidth = 1300;
static int windowHeight = 600;
static int fps = 30;
public static BufferedImage backBuffer = new BufferedImage(windowWidth, windowHeight, BufferedImage.TYPE_INT_RGB);
public static Graphics bbg;
public void run(){
boolean running = true;
initialize();
while(running){
long time = System.currentTimeMillis();
update();
draw();
time = (1000 / fps) - (System.currentTimeMillis() - time);
if (time > 0) {
try{
Thread.sleep(time);
}
catch(Exception e){};
};
}
}
public void initialize(){
setTitle("--- Shooter Game ---");
setSize(windowWidth, windowHeight);
setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
}
public void update(){
player.update(input);
}
public void draw(){
Graphics g = getGraphics();
Graphics bbg = backBuffer.getGraphics();
bbg.setColor(Color.BLACK);
bbg.fillRect(0, 0, windowWidth, windowHeight);
player.Draw(bbg);
enemie1.Draw(bbg,10,100);
if(game.player.Player.missileRunning) game.player.Player.missile.Draw(bbg);
g.drawImage(backBuffer, 0, 0, this);
}
public static Graphics getMainGraphics(){
return bbg;
}
}
玩家等級:
public class Player{
private BufferedImage sprite;
public BufferedImage missileSprite;
public int x, y, width, height;
private int fixedX;
private final double speed = 5.0d;
public static Missile missile;
public static boolean missileRunning = false;
public static boolean missileReady = true;
public Player(int x, int y, int width, int height){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
missile = new Missile(this.x);
try{
URL url = this.getClass().getResource("ship.png");
sprite = ImageIO.read(url);
} catch(IOException e){}
try{
URL url2 = this.getClass().getResource("missile.png");
missileSprite = ImageIO.read(url2);
} catch(IOException e){}
}
public void keyPlayer(double delta, InputHandler i){
if(i.isKeyDown(KeyEvent.VK_D)){
if(this.x>=1240) return;
else this.x+=speed*delta;
}
if(i.isKeyDown(KeyEvent.VK_A)){
if(this.x<=0) return;
else this.x-=speed*delta;
}
if(i.isKeyDown(KeyEvent.VK_SPACE)){
if(missileReady){
try {
AudioInputStream audioInputStream = AudioSystem.getAudioInputStream(new File("C:/Users/Gabriel/Desktop/Programacao/Other/java/ShootGame/game/player/Fire.wav").getAbsoluteFile());
Clip clip = AudioSystem.getClip();
clip.open(audioInputStream);
clip.start();
} catch(Exception ex) {
System.out.println("Error with playing sound.");
ex.printStackTrace();
}
missile.x=this.x + 20;
missileRunning=true;
}
}
}
public void update(InputHandler inputP){
keyPlayer(2.0, inputP);
updateMissile(game.ShooterGame.backBuffer.getGraphics());
}
public void updateMissile(Graphics g){
if(missileRunning){
missileReady=false;
missile.update(g);
}
}
public Rectangle missileBounds(){
return new Rectangle(missile.x, game.player.Missile.y, 6, 18);
}
public void Draw(Graphics a){
a.drawImage(sprite,x,y,width,height,null);
}
public Rectangle getBounds(){
return new Rectangle(x,y,width,height);
}
}
導彈艙:
public class Missile{
public BufferedImage sprite;
public static int x;
public static int y=504;
private int interval = 2000;
private Timer timer2;
private boolean isAlive = game.player.Player.missileRunning;
static final AtomicInteger count = new AtomicInteger();
public static boolean timerReady;
public Missile(int x){
this.x=x;
this.y=504;
this.sprite=sprite;
try{
URL url = this.getClass().getResource("missile.png");
sprite = ImageIO.read(url);
} catch(IOException e){System.out.println("Error loading image");}
}
public void Draw(Graphics g){
g.drawImage(sprite,x,this.y,6,18,null);
}
public void update(Graphics g){ //The problem
if(game.player.Player.missileRunning==true){
timerReady=true;
if(checkTimer()){
timer2 = new Timer();
timer2.schedule(new Move(), 0, interval);
}
this.y = y;
if(y <= 0){
game.player.Player.missileRunning=false;
timerReady=false;
y=504;
if(!checkTimer()){
timer2.cancel();
timer2.purge();
}
timer2=null;
reload();
}
}
}
public boolean checkTimer(){
if(timerReady){
return true;
} else {
return false;
}
}
class Move extends TimerTask{
public void run(){
int keeper = 3;
if(keeper>0) y-=interval/1000;
}
}
public synchronized void reload(){
Timer missileBetween = new Timer();
missileBetween.cancel();
missileBetween = new Timer();
TimerTask readyMissile = new TimerTask(){
public void run(){
game.player.Player.missileReady=true;
}
};
missileBetween.schedule(readyMissile, 20);
}
public static int getNumber(){
return count.get();
}
public static AtomicInteger getAtomic(){
return count;
}
}
(我並沒有發布我的所有程序,只是發布了與問題相關的部分) (如果缺少任何內容,請說出它)
謝謝
沒有運行代碼...
timerReady=true;
if(checkTimer()){
timer2 = new Timer();
timer2.schedule(new Move(), 0, interval);
}
基本上意味着checkTimer
總是會返回true
,這意味着每次調用update
,您都在創建一個ANOTHER Timer
,這可能會創建幾十個計時器,所有這些計時器都是獨立更新的……這將導致對象加速...
這種邏輯和功能應由主循環控制。 在每個周期中,您應該檢查對象的狀態並做出移動或刪除對象的決定,此處不應涉及其他“計時器”或“循環”。
哦,要學會在沒有static
情況下做,這會給您帶來更多的問題,然后在這種情況下會解決。
和...
Timer missileBetween = new Timer();
missileBetween.cancel();
missileBetween = new Timer();
...毫無意義,您可以創建一個本地Timer
,然后取消它,即使它實際上並沒有運行,創建一個新的本地實例並安排一些任務...
您丟失了對本地版本的引用,無法再對其進行修改...
您在ShooterGame.run()
方法中睡眠的時間是錯誤的。 而不是time = (1000 / fps) - (System.currentTimeMillis() - time);
為什么不簡單地將time = 1000/fps
。
首次進入運行time
循環的while
time
約為1000/fps
因為兩次方法調用之間的時間很少。 未來的運行周期將為您提供一個負數(System.currentTimeMillis()與1000 / fps相比是一個很大的數字),這意味着您將不會調用Thread.sleep(time)
。 在此處設置一個斷點,然后告訴我們這是否正確。
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.