我目前正在爲大學制作一款冒險2D遊戲項目。 我畫了一系列圖片(牆壁,地板等),然後是可移動的英雄形象。問題是:如果沒有陣列,這個數字會很好地移動,但是隨着陣列的移動開始變得很難。它是我的電腦嗎?還是我的繪圖方法太「重」?請看看:我的照片移動得太慢
import java.awt.Graphics;
import java.awt.Rectangle;
public class World {
public static int WorldW = 16 , WorldH = 16;
public SpielElement[][] element = new SpielElement[WorldW][WorldH];
public int[][] level0 ={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0},
{0,0,0,1,1,1,1,1,1,1,1,6,0,0,0,0},
{0,0,0,1,1,1,5,1,1,1,1,1,0,0,0,0},
{0,0,0,1,1,6,1,1,2,1,5,1,0,0,0,0},
{0,0,0,1,1,1,1,5,1,1,1,1,0,0,0,0},
{0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0},
{0,0,0,0,0,1,1,3,1,1,0,0,0,0,0,0},
{0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
public int[][] level1 ={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,1,0,0,0,0,1,1,1,1,2,0,1,0},
{0,4,0,1,0,0,5,1,1,1,1,1,1,0,1,0},
{0,1,0,1,0,0,0,0,0,0,1,0,0,0,1,0},
{0,1,1,1,1,1,1,1,0,0,1,1,1,1,1,0},
{0,1,0,0,0,0,0,0,0,0,1,0,0,1,0,0},
{0,1,1,1,0,0,1,1,1,1,1,0,0,1,0,0},
{0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0},
{0,1,0,1,1,1,1,1,1,1,1,1,0,0,3,0},
{0,1,0,1,0,0,0,0,0,1,0,1,0,0,1,0},
{0,1,0,1,1,1,1,0,0,1,0,1,0,0,1,0},
{0,1,0,1,0,0,1,0,0,1,0,1,1,1,1,0},
{0,1,0,0,0,0,1,0,0,1,0,0,1,0,0,0},
{0,1,1,1,1,6,1,1,0,1,0,0,1,0,0,0},
{0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
public World(){
create();
}
public void create(){
for(int x = 0; x<WorldW; x++){
for(int y = 0; y<WorldH; y++){
element[x][y] = new SpielElement(x,y,level0[y][x]);
}
}
}
public void generate(Graphics g){
for(int x = 0; x<WorldW; x++){
for(int y = 0; y<WorldH; y++){
element[x][y].zeichne(g);
}
}
}
}
嘛int數組是定義我需要哪種圖片的繪製和 我打算先創建所有的面板(SpielElement),然後繪製它們 這是我如何吸引他們:
import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
public class SpielElement extends JPanel{
int posX,posY,type ;
BufferedImage wand, boden, tuer, schluessel;
public SpielElement(int x, int y,int z){
this.posX = x*40;
this.posY = y*40;
this.type = z;
try {
wand = ImageIO.read(SpielElement.class.getResource("/img/wand.png"));
boden = ImageIO.read(SpielElement.class.getResource("/img/boden.png"));
tuer = ImageIO.read(SpielElement.class.getResource("/img/tuer.png"));
schluessel = ImageIO.read(SpielElement.class.getResource("/img/schluessel.png"));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public void zeichne(Graphics g){
switch(type){
case 0: g.drawImage(wand,posX,posY,boden.getWidth(),wand.getHeight(),null);
break;
case 1:g.drawImage(boden,posX,posY,boden.getWidth(),boden.getHeight(),null);
break;
case 2: g.drawImage(schluessel,posX,posY,schluessel.getWidth(),schluessel.getHeight(),null);
break;
case 3: g.drawImage(tuer,posX,posY,tuer.getWidth(),tuer.getHeight(),null);
break;
case 4: g.drawImage(boden,posX,posY,boden.getWidth(),boden.getHeight(),null);
break;
case 5:g.drawImage(boden,posX,posY,boden.getWidth(),boden.getHeight(),null);
break;
case 6: g.drawImage(boden,posX,posY,boden.getWidth(),boden.getHeight(),null);
break;
}
}
}
我希望u得到什麼,我想通過閱讀代碼,希望SE什麼是錯的。沒有任何語法錯誤,但它的速度太慢了。在結束時加入所有的這在其上在JFrame
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class Board extends JPanel implements KeyListener{
private final int BREITE = 700;
private final int HOEHE = 700;
Hunter Held ;
World Welt;
public Board(){
super();
Held = new Hunter(200,200);
Welt = new World();
this.setBackground(Color.BLACK);
}
public void paint(Graphics g){
super.paint(g);
Welt.generate(g);
Held.draw(g);
}
@Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
if (e.getKeyCode() == KeyEvent.VK_LEFT)
Held.posX = Held.posX - 10;
if (e.getKeyCode() == KeyEvent.VK_RIGHT)
Held.posX = Held.posX + 10;
if (e.getKeyCode() == KeyEvent.VK_UP)
Held.posY = Held.posY - 10;
if (e.getKeyCode() == KeyEvent.VK_DOWN)
Held.posY = Held.posY + 10;
this.repaint();
}
@Override
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
}
@Override
public void keyTyped(KeyEvent arg0) {
// TODO Auto-generated method stub
}
}
英雄(保持)被吸入等與其座標其它圖像的確切方式beeing改變每次添加一個JPanel板上I按鍵並重新塗漆。 在這一點上,我將避免進一步的代碼傾銷。這是怎麼看起來像在最後: http://puush.me/account?pool=1468274
(對不起沒有信譽尚未) 上Scrren該圖上KeyInput但隨着滯後移動... 這是我的第一個問題,我希望這是不夠詳細。 Sry提前如果我的問題是愚蠢的,只在2周前開始編程。 建議性的批評被建議。 SRY代碼傾銷...
您的鏈接要求登錄... – hyde 2015-02-07 18:51:18
我的猜測是,你是重繪方式太頻繁。您可能需要更新_only_按鍵事件中的關鍵位置,並使用擺動計時器以某種固定刷新率更新顯示。 – jtahlborn 2015-02-07 19:55:46
當你不需要時,不要重繪大量的小元素,例如,世界,它不會改變那麼多。相反,將世界繪製到BuferredImage並只需一步即可完成。一般來說,單張圖像會更快,然後很多小圖像或圖形元素 – MadProgrammer 2015-02-07 21:31:11