我目前正在尝试学习一些关于游戏编程的知识。 我给自己一个播放器类扩展了我自己编写的 Sprite 类。 现在我想知道如何在运行游戏的过程中更改玩家对象的图像。想象一艘宇宙飞船,当按下右箭头键时,它应该是一个不同的图像,向右倾斜。 现在我正在尝试这样做: 当按下按钮时(例如空格)setImage(新图像) 但是现在,当我调用此方法时,我的图像就消失了,而新图像不会出现?
有什么想法吗? 我的主类代码:
public class Game extends JPanel implements Runnable{
private static final long serialVersionUID = 1L;
public boolean isRunning;
public static final int WIDTH = 320;
public static final int HEIGHT = 240;
public static final int SCALE = 2;
private Player player;
public Game() {
addKeyListener(new TAdapter());
setFocusable(true);
requestFocus();
start();
}
public void start() {
isRunning = true;
new Thread(this).start();
}
public void stop() {
isRunning = false;
}
public void run() {
init();
while(isRunning) {
update();
repaint();
try {
Thread.sleep(5);
} catch (Exception e) {
e.printStackTrace();
}
}
}
public void init() {
player = new Player("/ship_blue", WIDTH - 32/2, 400);
}
public void update() {
player.update();
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D)g;
drawPlayer(g2d);
}
public void drawPlayer(Graphics2D g2d) {
if(player.isVisible)g2d.drawImage(player.getImage(),(int) player.getX(), (int) player.getY(), null);
}
public static void main(String[] args) {
Game gameComponent = new Game();
Dimension size = new Dimension(WIDTH*SCALE, HEIGHT*SCALE);
JFrame frame = new JFrame("Invaders");
frame.setVisible(true);
frame.setSize(size);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.add(gameComponent);
}
public class TAdapter extends KeyAdapter{
public void keyPressed(KeyEvent e) {
player.keyPressed(e);
}
public void keyReleased(KeyEvent e) {
player.keyReleased(e);
}
}
}
这是主类,现在是播放器类,我试图在其中的 onPress() 方法中更改图像:
public class Player extends Sprite{
private double glideSpeed = .125;
private int fixY;
private int xDirection = 0;
private int yDirection = 1;
public Player(String source, int x, int y) {
this.x = x;
this.y = y;
ImageIcon ii = new ImageIcon(this.getClass().getResource(source));
setImage(ii.getImage());
setTileSize(ii.getIconWidth());
setSpeed(0.2);
fixY = y;
}
public void update() {
x += xDirection * 1.4;
glide(10);
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if(key == KeyEvent.VK_RIGHT) {
xDirection = 1;
}
if(key == KeyEvent.VK_LEFT) {
xDirection = -1;
}
if(key == KeyEvent.VK_SPACE) {
ImageIcon ii2 = new ImageIcon("/player_blue_negativ");
setImage(ii2.getImage()); //<-----Here I am trying to change the image
}
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if(key == KeyEvent.VK_RIGHT || key == KeyEvent.VK_LEFT) {
xDirection = 0;
}
}
public void glide(int span) {
y += yDirection * glideSpeed;
if(y - fixY > span || fixY - y > span) {
yDirection = -yDirection;
}
}
}
为了完成这里的所有内容,我的 sprite 类:
public class Sprite {
protected double x;
protected double y;
protected int tileSize;
protected double speed;
protected Image img;
protected boolean isVisible;
public Sprite() {
isVisible = true;
}
public double getSpeed() {
return speed;
}
public double getX() {
return x;
}
public double getY() {
return y;
}
public int getTileSize() {
return tileSize;
}
public Image getImage() {
return img;
}
public boolean getVisible() {
return isVisible;
}
public void setSpeed(double speed) {
this.speed = speed;
}
public void setX(double x) {
this.x = x;
}
public void setY(double y) {
this.y = y;
}
public void setTileSize(int tileSize) {
this.tileSize = tileSize;
}
public void setImage(Image img) {
this.img = img;
}
public void die() {
isVisible = false;
}
}
最佳答案
if(key == KeyEvent.VK_SPACE) {
ImageIcon ii2 = new ImageIcon("/player_blue_negativ");
这是一个基本问题。所有图像都应该在事件发生之前加载和缓存。事件发生时,使用缓存的图像,GUI 应立即呈现。
作为mentioned by @camickr , ImageIcon
的使用也巧妙地从 URL
转换为 String
(假定代表
文件
路径)。坚持使用从 getResource(..)
获得的 URL
。
在 ImageObserver
上。
如果使用 ImageObserver
绘制图像,观察者将被通知异步加载的图像更新。所有组件(例如 JPanel
)都实现了 ImageObserver
,所以..
g2d.drawImage(player.getImage(),(int) player.getX(), (int) player.getY(), null);
应该是:
g2d.drawImage(player.getImage(),(int) player.getX(), (int) player.getY(), this);
释放 EDT!
class Game extends JPanel implements Runnable ..
Thread.sleep(5);
不要阻塞 EDT(事件调度线程)——当发生这种情况时,GUI 将“卡住”。 也不要尝试从除 EDT 之外的任何东西更新 GUI。
不是在 Runnable
中调用 Thread.sleep(n)
,而是实现一个 Swing Timer
用于重复任务或一个 SwingWorker
用于长时间运行的任务。参见 Concurrency in Swing了解更多详情。
对 Swing 组件使用 paintComponent(Graphics)
!
public void paint(Graphics g) {
应该是:
@Override
public void paintComponent(Graphics g) {
关于java - 立即更改图像,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/18291088/