Java Breakout游戏滞后

时间:2017-03-19 18:35:54

标签: java

我写了一个Breakout游戏,我实际上已经完成了。是我的第一个"大" java项目。游戏在我的电脑上运行顺畅,没有任何问题。但是,如果我在我的笔记本电脑上运行它(相同的代码),那么它运行速度较慢而且滞后。而且我确信我的笔记本电脑的硬件足以运行它。我应该使用其他游戏循环还是仅仅是我的笔记本电脑的问题?它们都有Windows 10。

我在另一台笔记本电脑(Win 7)上进行了测试,它们的运行没有滞后,在第三台笔记本电脑上运行(Win 10),但他们遇到同样的问题。

好的,我找到了一些东西。当我启动英特尔图形控制面板然后游戏运行完美。当我在没有启动英特尔图形控制面板的情况下运行它时,它会滞后。

希望你能帮助我。

这是我的游戏类。

import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.Timer;


public class Gameplay extends JPanel implements ActionListener, KeyListener{



 private Timer timer;
 private int  delay = 5;


 //Timer tm= new Timer(5, this);

 boolean play = false;
 int score = 0;

 int totalBricks = 28;



 // Paddle
 int xbat = 355 , velX = 0;

 //Image img;


 //Ball

 int xball = 395,  yball = 450;
 int ballXdir = 5;
 int ballYdir = -3;


 Font f1 = new Font("serif", Font.BOLD, 20);


 public BrickMap map;

 public Gameplay()
 {

    map = new BrickMap(4,7);
    //tm.start();
    addKeyListener(this);
    setFocusable(true);
    setFocusTraversalKeysEnabled(false);
    timer = new Timer(delay,this);
    timer.start();

 }







  public void paint(Graphics g)
  {

    g.setColor(Color.gray);
    g.fillRect(0,0,800,700);

        // Paddle
    g.setColor(Color.blue);
    g.fillRect(xbat, 600, 110, 17);

    // Ball
    g.setColor(Color.green);
    g.fillOval(xball, yball, 22,22);


    //Won
    if(totalBricks <= 0){
        play = false;
        ballXdir = 0;
        ballYdir = 0;
        g.setColor(Color.YELLOW);
        g.setFont(f1);
        g.drawString("You Won " + score,320 ,350);

        g.setFont(f1);
        g.drawString("Mit Enter neustarten",350 ,660);

    }
    // Game Over
    if(yball > 605){
        play = false;
        ballXdir = 0;
        ballYdir = 0;
        g.setColor(Color.YELLOW);
        g.setFont(f1);
        g.drawString("Game Over, Score: " + score,320 ,400);

        g.setFont(f1);
        g.drawString("Mit Enter neustarten",350 ,660);
    }


    // score
    g.setColor(Color.YELLOW);
    g.setFont(f1);
    g.drawString(""+score,5 ,660);

    // Bricks
    map.draw((Graphics2D)g);



       g.dispose();


 }



 @Override
 public void actionPerformed(ActionEvent e)
 {
    timer.start();


 // Paddle----------------------------
    if (xbat < 0) {
        velX =0;
        xbat = 0;
    }

    if (xbat > 690) {
        velX = 0;
        xbat = 690;
    }

    xbat = xbat + velX;
 //----------------------------------

 // Ball-----------------------------

    //Paddle und ball detection
    if(play) {
        if(new Rectangle(xball, yball, 22, 22).intersects(new Rectangle(xbat, 600, 110, 17))) {

           ballXdir = (int) (Math.random()*5);

           if(ballXdir <3){

           }
           else{
               ballXdir = -ballXdir;
           }

           ballYdir = -ballYdir;


        }


        //ball und bricks
       A: for(int i = 0; i < map.map.length; i++){
            for(int j = 0; j < map.map[0].length; j++){
                if(map.map[i][j] > 0){
                    int brickX = j * map.brickWigth + 80;
                    int brickY = i * map.brickHeight + 50;
                    int brickWidth = map.brickWigth;
                    int brickHeight = map.brickHeight;


                    Rectangle rect = new Rectangle(brickX, brickY, brickWidth, brickHeight);
                    Rectangle ballRect = new Rectangle(xball, yball, 22, 22);
                    Rectangle brickRect = rect;


                    // Der Ball trifft auf die Bricks. Ein Brick wird      abgezogen und 10 Punkte zur Score hinzugefügt
                    if(ballRect.intersects(brickRect)){
                        map.setBrickValue(0 , i , j);
                        totalBricks --;
                        score += 10;


                        if(xball + 22 <= brickRect.x || xball + 1 >=   brickRect.x + brickRect.width){
                            ballXdir = -ballXdir;

                        } else {
                            ballYdir = -ballYdir;
                        }

                        break A;
                    }

                }
            }
        }


        xball += ballXdir;
        yball += ballYdir;
        if(xball < 0){
            ballXdir = -ballXdir;
        }
        if(yball < 0){
            ballYdir = -ballYdir;
        }
        if(xball > 778){
            ballXdir = -ballXdir;
        }



    }

 //----------------------------------


    repaint();


 }




 @Override
    public void keyPressed(KeyEvent e)
    {
   //Paddle------------------------------------------
        int c = e.getKeyCode();

        if (c == KeyEvent.VK_RIGHT){
            play = true;

            velX = +6;
        }

        if (c == KeyEvent.VK_LEFT){
            play = true;

            velX = -6;
        }
   //-----------------------------------------------

        //Wenn Enter gedrückt wird
        if(c == KeyEvent.VK_ENTER){
            if(!play){
                play = true;
                xball = 395;
                yball = 450;
                ballXdir = 5;
                ballYdir = -3;
                xbat = 355;
                score = 0;
                totalBricks = 28;
                map = new BrickMap(4, 7);


            }

        }

    }

    @Override
    public void keyReleased(KeyEvent e)
    {
  //Paddle--------------------------------------
    velX= 0;
  //--------------------------------------------
    }

    @Override
    public void keyTyped(KeyEvent e)
    {
    }




 }

1 个答案:

答案 0 :(得分:0)

一些猜测:这是因为垃圾收集器上的压力。

您创建了许多只能在短时间内生活的对象,例如在paint()g.setFont(new Font("serif", Font.BOLD, 25));。您为每个Font活动创建了一个全新的paint实例。

如果不仔细查看,我会猜测Font是一个非常“大”的对象,因此给内存管理带来了很大的压力。

尝试将字体放入全局变量:

public class gameplay extends JPanel implements ActionListener, KeyListener{
// ...
public final SCORE_FONT = new Font("serif", Font.BOLD, 25);
// ...

  public void paint(Graphics g)
  {
   // ...
   g.setFont(SCORE_FONT);
   // ...
  }
}

BTW:Java约定在CamelCase中编写类名,例如: public class Gameplay

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