我正在用 Java 开发一个游戏,在渲染时遇到问题(我相信是内容 Pane 的问题)。我有一个屏幕类,它将背景和所有 Sprite 绘制到图像上。然后框架使用 doubleBuffer 显示图像。由于某些奇怪的原因,图像渲染超出了帧的边缘。您可以在下面的链接中看到图像向左渲染 3 像素,向上方渲染 28 像素。有谁知道这可能是什么原因造成的? ![在此处输入图像描述][1]
http://imageshack.us/photo/my-images/41/weirdg.png/
public class Game extends JFrame implements Runnable{
private static final long serialVersionUID = 1L;
//graphics
public BufferStrategy buffy;
BufferedImage image;
Screen screen;
public Boolean running = false;
public Boolean playerTurn = false;
public InputManager input;
public Level level;
//JButton b;
public static final int HEIGHT = 452;
public static final int WIDTH = 768;
public Game() {
super("GridWars");
setDefaultCloseOperation(EXIT_ON_CLOSE);
JPanel drawPanel = new JPanel();
drawPanel.setPreferredSize(new Dimension(WIDTH, HEIGHT));
drawPanel.setLayout(null);
drawPanel.setOpaque(false);
//drawPanel.setLocation(50,50);
setContentPane(drawPanel);
setResizable(false);
pack();
setLocationRelativeTo(null);
setVisible(true);
requestFocus();
createBufferStrategy(2);
//b = new JButton("this sucks");
//getContentPane().add(b);
//b.setBounds(300, 300, 100, 50);
buffy = getBufferStrategy();
image = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
screen = new Screen(WIDTH, HEIGHT);
input = new InputManager(this);
level = new Level(WIDTH, HEIGHT, input, this);
}
public void start() {
running = true;
new Thread(this).start();
}
public void setup(){
}
public void run() {
final double TICKS = 30.0;
final double UPDATE_INTERVAL_NS = 1000000000 / TICKS;
double pastUpdateNS = System.nanoTime();
int updateCount = 0;
int frameCount = 0;
final double FRAPS = 60.0;
final double RENDER_INTERVAL_NS = 1000000000 / FRAPS;
double pastRenderNS = System.nanoTime();
int pastSecondNS = (int) (pastUpdateNS/1000000000);
while(running) {
double nowNS = System.nanoTime();
if(nowNS - pastUpdateNS >= UPDATE_INTERVAL_NS) {
update();
pastUpdateNS += UPDATE_INTERVAL_NS;
updateCount++;
}
float interp = Math.min(1.0f, (float) ((nowNS - pastUpdateNS) / UPDATE_INTERVAL_NS) );
render(interp);
pastRenderNS += RENDER_INTERVAL_NS;
frameCount++;
int thisSecondNS = (int) (pastUpdateNS/1000000000);
if (thisSecondNS > pastSecondNS) {
//System.out.println("TICKS: "+updateCount+" | FRAPS: "+frameCount);
updateCount = 0;
frameCount = 0;
pastSecondNS = thisSecondNS;
}
while( nowNS - pastRenderNS < RENDER_INTERVAL_NS && nowNS - pastUpdateNS < UPDATE_INTERVAL_NS) {
try { Thread.sleep(1); } catch(Exception e) {};
nowNS = System.nanoTime();
}
}
}
public void update() {
input.update();
level.update();
}
public void render(float interp) {
level.render(screen, interp);
image = screen.getImage();
Graphics g = buffy.getDrawGraphics();
g.drawImage(image, 0, 0, null, null);
//b.repaint();
g.dispose();
buffy.show();
}
public static void main(String[] args) {
Game game = new Game();
game.start();
}
}
最佳答案
0,0
坐标Graphics
您从 buffy.getDrawGraphics();
获得的对象正好在 JFrame
的左上角并且它忽略了框架装饰。
UPD我忘记了一个明显的选项。
JFrame.getInsets()
提供有关装饰的信息。您只需改变渲染即可。您可以使框架不被装饰(
setUndecorated(true)
)并自己渲染/管理窗口控件。或者,我认为这是更简单的方法,您会忘记在
JFrame
上直接渲染,地点Canvas
并使用它来代替。Canvas
还包含createBufferStrategy
方法,因此您需要进行一些简单的更改。JPanel drawPanel = new JPanel(); drawPanel.setLayout(new BorderLayout()); Canvas canvas = new Canvas(); canvas.setPreferredSize(new Dimension(WIDTH, HEIGHT)); drawPanel.add(canvas, BorderLayout.CENTER); // some code skipped canvas.setIgnoreRepaint(true); //important canvas.createBufferStrategy(2); buffy = canvas.getBufferStrategy();
我创建了简单的 demo几天前有类似的渲染以获得另一个答案。也许会有帮助。
关于java - 图像渲染在框架之外?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9610399/