Java javax.swing.Timer持续时间

时间:2014-04-23 19:00:26

标签: java swing animation timer

我需要使用javax.swing.Timer在X秒内执行N次计算(使用图形更新)。 这样做的最佳方式是什么?

如果我为定时器设置固定延迟,则超过X秒,因为每次执行所需的时间为delay + calculations

要解决此问题,我尝试动态设置计时器的delay,但时间仍不准确。

作为最后一次机会,我尝试将dalay设置为1毫秒,并使用Thread.sleep(sleepTime)来控制持续时间,这可以完美地完成,而不会影响动画效果。

我的问题是:

这是一个很好的解决方案吗?我可以在Thread.sleep(sleepTime)内使用javax.swing.Timer吗?

编辑,这里有一些代码可以更好地理解。我想说只需要看看图形是否正确,在最终版本中我只需要更新游戏并生成匹配结果的报告。

带有“游戏循环”的主框架:

package engine.test;

import engine.entity.Skill;
import engine.math.Point;
import engine.math.Vector;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.File;
import java.io.FileNotFoundException;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Map;
import java.util.Scanner;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.Timer;
import org.json.JSONArray;
import org.json.JSONException;
import org.json.JSONObject;

public final class EngineFrame extends JFrame implements ActionListener
{
    public static final int SCALE = 6;
    public static final int WIDTH = 100 * SCALE;
    public static final int HEIGHT = 60 * SCALE;

    public static final int DURATION = 2; // animation duration in seconds
    public static final int FPS = 60;
    public static final int SKIP_TICKS = 1000 / FPS;

    private final JSONObject data;
    private final ArrayList<Player> players;
    private PlayersPanel playersPanel;

    public EngineFrame(String title) throws JSONException, FileNotFoundException
    {
        super(title);

        setSize(WIDTH, HEIGHT);
        setVisible(true);
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

        createMenu();

        data = new JSONObject(loadData());
        players = buildPlayers(data.getJSONArray("teams").getJSONObject(0).getJSONArray("players"));

        playersPanel = new PlayersPanel(players);
        add(playersPanel);
    }

    public ArrayList<Player> getPlayers()
    {
        return players;
    }

    /**
     * Returns the data required to run a match.
     * 
     * @return a json string representing the match data
     * @throws FileNotFoundException 
     */
    private String loadData() throws FileNotFoundException
    {
        Scanner fileInput = new Scanner(new File(
            "C:\\Users\\packard bell\\Documents\\JavaProjects\\Engine\\src\\resources\\data.json"
        ));
        String jsonText = "";

        while (fileInput.hasNextLine()) {
            jsonText += fileInput.nextLine();
        }

        return jsonText;
    }

    /**
     * Creates and returns the player entities.
     * 
     * @param playersData
     * @return 
     */
    private ArrayList<Player> buildPlayers(JSONArray playersData) throws JSONException
    {
        ArrayList<Player> players = new ArrayList<Player>();
        JSONObject playerData;
        Player player;

        for (int i = 0, l = playersData.length(); i < l; i++) {
            playerData = playersData.getJSONObject(i);
            player = new Player.Builder()
                .setId(playerData.getInt("id"))
                .setFirstName(playerData.getString("first_name"))
                .setLastName(playerData.getString("last_name"))
                .setMass(playerData.getInt("weight"))
                .setSkills(buildSkills(playerData.getJSONObject("skills")))
                .setInitialPosition(new Point(0, i * 10 + 20))
                .setInitialVelocity(new Vector(0, 0))
                .build();

            players.add(player);
        }

        return players;
    }

    /**
     * 
     */
    private Map<Skill, Double> buildSkills(JSONObject skillsData) throws JSONException
    {
        Map<Skill, Double> skills = new HashMap();

        for (Skill skill : Skill.values()) {
            skills.put(
                skill,
                skill.getMinValue() + (skill.getMaxValue() - skill.getMinValue()) * (skillsData.getDouble(skill.getName()) / 100)
            );
        }

        return skills;
    }

    /**
     * 
     */
    private void createMenu()
    {
        JMenu seekMenu = new JMenu("Seek behavior");

        JMenuItem initSeek = new JMenuItem("Init seek");
        initSeek.addActionListener(this);
        JMenuItem runSeek = new JMenuItem("Run seek");
        runSeek.addActionListener(this);
        JMenuItem stopSeek = new JMenuItem("Stop seek");
        stopSeek.addActionListener(this);

        seekMenu.add(initSeek);
        seekMenu.add(runSeek);
        seekMenu.add(stopSeek);

        JMenuBar bar = new JMenuBar();
        bar.add(seekMenu);

        setJMenuBar(bar);
    }

    public static void main(String[] args) throws JSONException, FileNotFoundException, InterruptedException
    {
        EngineFrame frame = new EngineFrame("Engine");
    }

    @Override
    public void actionPerformed(ActionEvent e)
    {
        String menuString = e.getActionCommand();

        if (menuString.equalsIgnoreCase("init seek")) {
            Player player1 = getPlayers().get(0);
            Player player2 = getPlayers().get(1);

            player1.setPosition(new Point(0, 20));
            player1.setVelocity(new Vector(0, 0));
            player2.setPosition(new Point(0, 30));
            player2.setVelocity(new Vector(0, 0));

            repaint();
        }
        else if (menuString.equalsIgnoreCase("run seek")) {
            Timer t = new Timer(1, new ActionListener() {
                private final long start = System.currentTimeMillis();
                private long nextGameUpdate = start;
                private long sleepTime = 0;
                private int loops = DURATION * 1000 / SKIP_TICKS;

                @Override
                public void actionPerformed(ActionEvent e) {
                    Player player1 = getPlayers().get(0);
                    Player player2 = getPlayers().get(1);

                    //System.out.println("Position: " + player1.getPosition());
                    //System.out.println("Velocity: " + player1.getVelocity());
                    System.out.println();

                    player1.getSteering().seek(new Point(50, 20));
                    player2.getSteering().seek(new Point(50, 30));
                    player1.update();
                    player2.update();
                    repaint();

                    nextGameUpdate += SKIP_TICKS;
                    sleepTime = nextGameUpdate - System.currentTimeMillis();
                    //System.out.println(nextGameUpdate);
                    //System.out.println(sleepTime);
                    loops--;

                    if (sleepTime >= 0) {
                        try {
                            Thread.sleep(sleepTime);
                        } catch (InterruptedException ex) {
                            Logger.getLogger(EngineFrame.class.getName()).log(Level.SEVERE, null, ex);
                        }
                    }

                    if (loops <= 0) {
                        ((Timer)e.getSource()).stop();

                        long end = System.currentTimeMillis();
                        // should be 2000ms (equals to DURATION constant)
                        System.out.println("Duration: " + (end - start) + "ms");
                    }
                }
            });
            t.setInitialDelay(0);
            t.start();
        }
    }

    // version without swing timer (it works if called in the main method)
    private void runSeek() throws InterruptedException
    {
        Player player1 = getPlayers().get(0);
        Player player2 = getPlayers().get(1);

        player1.setPosition(new Point(0, 20));
        player2.setPosition(new Point(0, 30));

        // run
        long start = System.currentTimeMillis();
        long nextGameUpdate = start;
        long sleepTime = 0;
        int i = DURATION * 1000 / SKIP_TICKS;
        System.out.println("Loop executions: " + i);
        int steps = 0;
        String stepsCode = "[";
        String velocitiesCode = "[";
        String positionsCode = "[";

        while (i > 0) {
            stepsCode += steps + ", ";
            velocitiesCode += player1.getVelocity().len() + ", ";
            positionsCode += player1.getPosition().toVector().len() + ", ";

            System.out.println("Position: " + player1.getPosition());
            System.out.println("Velocity: " + player1.getVelocity());
            System.out.println();

            player1.getSteering().seek(new Point(50, 20));
            player2.getSteering().seek(new Point(50, 30));
            player1.update();
            player2.update();
            repaint();

            nextGameUpdate += SKIP_TICKS;
            sleepTime = nextGameUpdate - System.currentTimeMillis();
            steps += sleepTime;
            //System.out.println(sleepTime);

            if (sleepTime >= 0) {
                Thread.sleep(sleepTime);
            }

            i--;
        }

        stepsCode = stepsCode.substring(0, stepsCode.length() - 2) + "]";
        velocitiesCode = velocitiesCode.substring(0, velocitiesCode.length() - 2) + "]";
        positionsCode = positionsCode.substring(0, positionsCode.length() - 2) + "]";

        long end = System.currentTimeMillis();

        System.out.println("Duration: " + (end - start) + "ms");

        System.out.println("Steps:");
        System.out.println(stepsCode);
        System.out.println("Positions:");
        System.out.println(positionsCode);
        System.out.println("Velocities:");
        System.out.println(velocitiesCode);
    }
}

这是绘制实体的JPanel:

package engine.test;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.util.ArrayList;
import javax.swing.JPanel;

public class PlayersPanel extends JPanel
{
    private ArrayList<Player> players;

    public PlayersPanel(ArrayList<Player> players)
    {
        this.players = players;
    }

    @Override
    public void paintComponent(Graphics g)
    {
        super.paintComponent(g);

        Graphics2D g2 = (Graphics2D) g;
        g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);

        for (Player player : players) {
            int x = (int) (player.getPosition().x() * EngineFrame.SCALE);
            int y = (int) (player.getPosition().y() * EngineFrame.SCALE);

            g2.setColor(Color.BLACK);
            g2.fillArc(x, y, 18, 18, 0, 360);
            g2.setColor(new Color(0x11539f));
            g2.fillArc(x + 2, y + 2, 14, 14, 0, 360);
        }
    }
}

1 个答案:

答案 0 :(得分:1)

  

这是一个很好的解决方案吗?我可以在Thread.sleep(sleepTime)内使用javax.swing.Timer吗?

不,永远不要这样做。不要担心改变延迟。而是考虑你想要绘制什么以及何时绘制它们。您可以为要绘制的不同对象创建一个类,然后保持一个延迟状态,以确定何时应该绘制它们。如果要更改对象速度,请增加增加其移动的像素数。

这里有an example你可能会觉得有用,这显示了我保持延迟状态的第一点。你可以看到球在不同时间被抛出。

enter image description here

除此之外,您应该发布一些代码,以显示您正在尝试做的事情。你的问题有些模糊。