Java 2D游戏图形

时间:2009-12-26 14:22:00

标签: java performance graphics

下个学期,我们有一个模块,可以在团队中创建Java应用程序。模块的要求是制作游戏。在圣诞假期我一直在做一些练习,但我无法找出绘制图形的最佳方法。

我正在使用Java Graphics2D对象在屏幕上绘制形状,并且每秒调用repaint() 30次,但这种情况非常糟糕。有没有更好的方法在Java中绘制高性能2D图形?

5 个答案:

答案 0 :(得分:17)

你想要做的是创建一个带有BufferStrategy的画布组件并渲染到它,下面的代码应该向你展示它是如何工作的,我从我自己编写的引擎here中提取了代码。

性能完全取决于你想要绘制的东西,我的游戏大多使用图像。有大约1500个,我仍然高于200 FPS 480x480。只有100张图像,我在禁用帧限制时达到了6k FPS。

一个小游戏(这个在屏幕上一次有大约120个图像)我创建的here(是的,下面的方法也适用于小程序。)

import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsEnvironment;
import java.awt.Toolkit;
import java.awt.Transparency;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;

import javax.swing.JFrame;
import javax.swing.WindowConstants;

public class Test extends Thread {
    private boolean isRunning = true;
    private Canvas canvas;
    private BufferStrategy strategy;
    private BufferedImage background;
    private Graphics2D backgroundGraphics;
    private Graphics2D graphics;
    private JFrame frame;
    private int width = 320;
    private int height = 240;
    private int scale = 1;
    private GraphicsConfiguration config =
            GraphicsEnvironment.getLocalGraphicsEnvironment()
                .getDefaultScreenDevice()
                .getDefaultConfiguration();

    // create a hardware accelerated image
    public final BufferedImage create(final int width, final int height,
            final boolean alpha) {
        return config.createCompatibleImage(width, height, alpha
                ? Transparency.TRANSLUCENT : Transparency.OPAQUE);
    }

    // Setup
    public Test() {
        // JFrame
        frame = new JFrame();
        frame.addWindowListener(new FrameClose());
        frame.setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE);
        frame.setSize(width * scale, height * scale);
        frame.setVisible(true);

        // Canvas
        canvas = new Canvas(config);
        canvas.setSize(width * scale, height * scale);
        frame.add(canvas, 0);

        // Background & Buffer
        background = create(width, height, false);
        canvas.createBufferStrategy(2);
        do {
            strategy = canvas.getBufferStrategy();
        } while (strategy == null);
        start();
    }

    private class FrameClose extends WindowAdapter {
        @Override
        public void windowClosing(final WindowEvent e) {
            isRunning = false;
        }
    }

    // Screen and buffer stuff
    private Graphics2D getBuffer() {
        if (graphics == null) {
            try {
                graphics = (Graphics2D) strategy.getDrawGraphics();
            } catch (IllegalStateException e) {
                return null;
            }
        }
        return graphics;
    }

    private boolean updateScreen() {
        graphics.dispose();
        graphics = null;
        try {
            strategy.show();
            Toolkit.getDefaultToolkit().sync();
            return (!strategy.contentsLost());

        } catch (NullPointerException e) {
            return true;

        } catch (IllegalStateException e) {
            return true;
        }
    }

    public void run() {
        backgroundGraphics = (Graphics2D) background.getGraphics();
        long fpsWait = (long) (1.0 / 30 * 1000);
        main: while (isRunning) {
            long renderStart = System.nanoTime();
            updateGame();

            // Update Graphics
            do {
                Graphics2D bg = getBuffer();
                if (!isRunning) {
                    break main;
                }
                renderGame(backgroundGraphics); // this calls your draw method
                // thingy
                if (scale != 1) {
                    bg.drawImage(background, 0, 0, width * scale, height
                            * scale, 0, 0, width, height, null);
                } else {
                    bg.drawImage(background, 0, 0, null);
                }
                bg.dispose();
            } while (!updateScreen());

            // Better do some FPS limiting here
            long renderTime = (System.nanoTime() - renderStart) / 1000000;
            try {
                Thread.sleep(Math.max(0, fpsWait - renderTime));
            } catch (InterruptedException e) {
                Thread.interrupted();
                break;
            }
            renderTime = (System.nanoTime() - renderStart) / 1000000;

        }
        frame.dispose();
    }

    public void updateGame() {
        // update game logic here
    }

    public void renderGame(Graphics2D g) {
        g.setColor(Color.BLACK);
        g.fillRect(0, 0, width, height);
    }

    public static void main(final String args[]) {
        new Test();
    }
}

答案 1 :(得分:8)

闪烁是由于您直接写入屏幕。使用缓冲区绘制然后在1 go中写入整个屏幕。这是您之前可能听说过的Double BufferingHere是最简单的形式。

public void paint(Graphics g)
{

    Image image = createImage(size + 1, size + 1);
    Graphics offG = image.getGraphics();
    offG.setColor(Color.BLACK);
    offG.fillRect(0, 0, getWidth(), getHeight());
    // etc

请参阅使用屏幕外图形offG。创建屏幕外图像是很昂贵的,所以我建议只在第一次调用时创建它。

还有其他方面可以进一步改进,例如creating a compatible image,使用clipping等。要想更精细地控制动画,您应该查看active rendering

有一个不错的页面我已经为书签讨论了游戏教程here

祝你好运!

答案 2 :(得分:3)

Java OpenGLJOGL)是单向的。

答案 3 :(得分:2)

我认为你从paint(Graphics g)覆盖了?这不是好方法。请使用paintComponent(Graphics g)代替paint(Graphics g)的相同代码。

您可以搜索的标签是doublebuffer。这是通过覆盖paintComponent自动完成的。

答案 4 :(得分:0)

有一种优化程序的简单方法。摆脱任何复杂的代码,只需使用JComponent代替Canvas并在其上绘制对象。就这样。享受它......

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