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java - 定时器在 Java 中加速

转载 作者:行者123 更新时间:2023-11-29 03:13:35 26 4
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我知道还有其他问题,但似乎没有一个能帮助我解决问题。在我的游戏中,有一个玩家发射一枚导弹,飞向负 y 直到它从屏幕上消失,然后回到原来的位置等待再次发射。然而,每次发射导弹时,它都会变得更快,就像 Timer() 中的延迟变短一样。代码:

主类:

public class ShooterGame extends JFrame{
static int playerX=500;
static int playerY=520;

InputHandler input = new InputHandler(this);
public static Player player = new Player(playerX,playerY,50,50);

public static void main(String[] args){
ShooterGame game = new ShooterGame();
game.run();
System.exit(0);
}

static int windowWidth = 1300;
static int windowHeight = 600;
static int fps = 30;
public static BufferedImage backBuffer = new BufferedImage(windowWidth, windowHeight, BufferedImage.TYPE_INT_RGB);
public static Graphics bbg;

public void run(){
boolean running = true;

initialize();

while(running){
long time = System.currentTimeMillis();

update();
draw();

time = (1000 / fps) - (System.currentTimeMillis() - time);

if (time > 0) {
try{
Thread.sleep(time);
}
catch(Exception e){};
};
}

}

public void initialize(){
setTitle("--- Shooter Game ---");
setSize(windowWidth, windowHeight);
setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
}

public void update(){
player.update(input);
}

public void draw(){

Graphics g = getGraphics();

Graphics bbg = backBuffer.getGraphics();

bbg.setColor(Color.BLACK);
bbg.fillRect(0, 0, windowWidth, windowHeight);
player.Draw(bbg);
enemie1.Draw(bbg,10,100);

if(game.player.Player.missileRunning) game.player.Player.missile.Draw(bbg);

g.drawImage(backBuffer, 0, 0, this);
}

public static Graphics getMainGraphics(){
return bbg;
}
}

玩家类:

public class Player{

private BufferedImage sprite;
public BufferedImage missileSprite;
public int x, y, width, height;
private int fixedX;
private final double speed = 5.0d;
public static Missile missile;
public static boolean missileRunning = false;
public static boolean missileReady = true;

public Player(int x, int y, int width, int height){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
missile = new Missile(this.x);

try{
URL url = this.getClass().getResource("ship.png");
sprite = ImageIO.read(url);
} catch(IOException e){}

try{
URL url2 = this.getClass().getResource("missile.png");
missileSprite = ImageIO.read(url2);
} catch(IOException e){}
}

public void keyPlayer(double delta, InputHandler i){
if(i.isKeyDown(KeyEvent.VK_D)){
if(this.x>=1240) return;
else this.x+=speed*delta;
}

if(i.isKeyDown(KeyEvent.VK_A)){
if(this.x<=0) return;
else this.x-=speed*delta;
}

if(i.isKeyDown(KeyEvent.VK_SPACE)){
if(missileReady){
try {
AudioInputStream audioInputStream = AudioSystem.getAudioInputStream(new File("C:/Users/Gabriel/Desktop/Programacao/Other/java/ShootGame/game/player/Fire.wav").getAbsoluteFile());
Clip clip = AudioSystem.getClip();
clip.open(audioInputStream);
clip.start();
} catch(Exception ex) {
System.out.println("Error with playing sound.");
ex.printStackTrace();
}
missile.x=this.x + 20;
missileRunning=true;
}
}

}

public void update(InputHandler inputP){
keyPlayer(2.0, inputP);
updateMissile(game.ShooterGame.backBuffer.getGraphics());
}

public void updateMissile(Graphics g){
if(missileRunning){
missileReady=false;
missile.update(g);
}
}

public Rectangle missileBounds(){
return new Rectangle(missile.x, game.player.Missile.y, 6, 18);
}

public void Draw(Graphics a){
a.drawImage(sprite,x,y,width,height,null);
}

public Rectangle getBounds(){
return new Rectangle(x,y,width,height);
}
}

导弹等级:

public class Missile{

public BufferedImage sprite;
public static int x;
public static int y=504;
private int interval = 2000;
private Timer timer2;
private boolean isAlive = game.player.Player.missileRunning;
static final AtomicInteger count = new AtomicInteger();
public static boolean timerReady;

public Missile(int x){

this.x=x;
this.y=504;
this.sprite=sprite;

try{
URL url = this.getClass().getResource("missile.png");
sprite = ImageIO.read(url);
} catch(IOException e){System.out.println("Error loading image");}
}

public void Draw(Graphics g){
g.drawImage(sprite,x,this.y,6,18,null);
}

public void update(Graphics g){ //The problem
if(game.player.Player.missileRunning==true){
timerReady=true;
if(checkTimer()){
timer2 = new Timer();
timer2.schedule(new Move(), 0, interval);
}
this.y = y;
if(y <= 0){
game.player.Player.missileRunning=false;
timerReady=false;
y=504;
if(!checkTimer()){
timer2.cancel();
timer2.purge();
}
timer2=null;
reload();
}
}
}

public boolean checkTimer(){
if(timerReady){
return true;
} else {
return false;
}
}

class Move extends TimerTask{
public void run(){
int keeper = 3;
if(keeper>0) y-=interval/1000;
}
}

public synchronized void reload(){
Timer missileBetween = new Timer();

missileBetween.cancel();
missileBetween = new Timer();

TimerTask readyMissile = new TimerTask(){
public void run(){
game.player.Player.missileReady=true;
}
};

missileBetween.schedule(readyMissile, 20);
}

public static int getNumber(){
return count.get();
}

public static AtomicInteger getAtomic(){
return count;
}

}

(我不会发布我的所有程序,只发布对问题重要的部分)(如有遗漏,请指出)

谢谢

最佳答案

不运行代码...

timerReady=true;
if(checkTimer()){
timer2 = new Timer();
timer2.schedule(new Move(), 0, interval);
}

基本上意味着 checkTimer 将始终返回 true,这意味着每次调用 update 时,您都在创建另一个 Timer ,这大概是在创建几十个定时器,都是独立更新游戏状态...这会导致对象加速...

这种逻辑和功能应该由主循环控制。在每个循环中,您应该检查对象的状态并决定移动或删除它,这里不应该涉及其他“计时器”或“循环”......

哦,学会在没有static的情况下做事,它会给你带来更多的问题,然后它会在这种情况下解决。

还有……

Timer missileBetween = new Timer();
missileBetween.cancel();
missileBetween = new Timer();

...毫无意义,您创建一个本地 Timer,取消它,即使它实际上并未运行,创建一个新的本地实例并安排一些任务...

你失去了对本地版本的引用,无法再修改...

关于java - 定时器在 Java 中加速,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/27914108/

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