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java - 游戏速度问题

转载 作者:行者123 更新时间:2023-11-29 06:47:31 25 4
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嗨..我做了一个小游戏。但是这个游戏在每台电脑上都能以不同的速度运行。我认为这与分辨率有关。我使用了 paintcomponent 中的所有东西。如果我改变屏幕尺寸,游戏会变慢或变快。如果我在另一台分辨率不同的电脑上运行这个游戏,它也会有不同的效果。这是我的游戏
http://rapidshare.com/files/364597095/ShooterGame.2.6.0.jar

这里是代码

public class Shooter extends JFrame implements KeyListener, Runnable {

JFrame frame = new JFrame();
String player;
Font startFont, startSubFont, timerFont,healthFont;
Image img;
Image backGround;
Graphics dbi;
URL url1 = this.getClass().getResource("Images/p2.gif");
URL url2 = this.getClass().getResource("Images/p3.gif");
URL url3 = this.getClass().getResource("Images/p1.gif");
URL url4 = this.getClass().getResource("Images/p4.gif");
URL urlMap = this.getClass().getResource("Images/zemin.jpg");
Player p1 = new Player(5, 150, 10, 40, Color.GREEN, url3);
Computer p2 = new Computer(750, 150, 10, 40, Color.BLUE, url1);
Computer p3 = new Computer(0, 0, 10, 40, Color.BLUE, url2);
Computer p4 = new Computer(0, 0, 10, 40, Color.BLUE, url4);
ArrayList<Bullets> b = new ArrayList<Bullets>();
ArrayList<CBullets> cb = new ArrayList<CBullets>();
Thread sheap;
boolean a, d, w, s;
boolean toUp, toDown;
boolean GameOver;

boolean Level2;
boolean newGame, resart, pause;
int S, E;
int random;
int cbSpeed = 0;
long timeStart, timeEnd;
int timeElapsed;
long GameStart, GameEnd;
int GameScore;
int Timer = 0;
int timerStart, timerEnd;

public Shooter() {


sheap = new Thread(this);
sheap.start();
startFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 32);
startSubFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 25);
timerFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16);
healthFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16);
setTitle("Shooter 2.5.1");
setBounds(350, 250, 800, 600);

// setResizable(false);
setBackground(Color.black);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

addKeyListener(this);
a = d = w = s = false;
toUp = toDown = true;
GameOver = true;
newGame = true;
Level2 = false;
S = E = 0;

setVisible(true);

}

public void paint(Graphics g) {

img = createImage(getWidth(), getHeight());
dbi = img.getGraphics();
paintComponent(dbi);
g.drawImage(img, 0, 0, this);

}

public void paintComponent(Graphics g) {
repaint();
timeStart = System.currentTimeMillis();
backGround = Toolkit.getDefaultToolkit().getImage(urlMap);
g.drawImage(backGround, 0, 0, null);
g.setColor(Color.red);
g.setFont(healthFont);
g.drawString("" + player + " Health : " + p1.health, 30, 50);
g.setColor(Color.red);
g.drawString("Computer Health : " + (p2.health + p3.health + p4.health), 600, 50);
g.setColor(Color.BLUE);
g.setFont(timerFont);
g.drawString("Time : " + Timer, 330, 50);
if (newGame) {

g.setColor(Color.LIGHT_GRAY);
g.setFont(startFont);
g.drawString("Well Come To Shoot Game", 200, 190);
g.drawString("Press ENTER To Start", 250, 220);
g.setColor(Color.LIGHT_GRAY);
g.setFont(startSubFont);
g.drawString("Use W,A,S,D and Space For Fire", 200, 250);
g.drawString("GOOD LUCK", 250, 280);

newGame();

}
if (!GameOver) {

for (Bullets b1 : b) {

b1.draw(g);
}
for (CBullets b2 : cb) {

b2.draw(g);

}
update(); // Here MOvements for Player and For Fires
}
if (p1.health <= 0) {
g.setColor(p2.col);
g.setFont(startFont);
g.drawString("Computer Wins ", 200, 190);
g.drawString("Press Key R to Restart ", 200, 220);
GameOver = true;

} else if (p2.health <= 0 && p3.health <= 0 && p4.health <= 0) {

g.setColor(p1.col);
g.setFont(startFont);
g.drawString(""+player+" Wins ", 200, 190);
g.drawString("Press Key R to Resart ", 200, 220);
GameOver = true;


g.setColor(Color.MAGENTA);
g.drawString(""+player+"`s Score is " + Timer, 200, 120);


}

if (Level2) {
if (p3.health >= 0) {
p3.draw(g);

for (CBullets b3 : cb) {
b3.draw(g);
}
} else {
p3.x = 1000;
}

if (p4.health >= 0) {
p4.draw(g);

for (CBullets b4 : cb) {
b4.draw(g);
}
} else {
p4.x = 1000;
}
}
if (p1.health >= 0) {
p1.draw(g);

}
if (p2.health >= 0) {
p2.draw(g);
} else {
p2.x = 1000;
}

}

public void update() {


if (w && p1.y > 54) {
p1.moveUp();
}

if (s && p1.y < 547) {
p1.moveDown();
}
if (a && p1.x > 0) {
p1.moveLeft();
}

if (d && p1.x < 200) {
p1.moveRight();
}
random = 1 * (int) (Math.random() * 100);

if (random > 96) {
if (p2.health >= 0) {
CBullets bo = p2.getCBull();

bo.xVel =-1-cbSpeed;

cb.add(bo);
}
if (Level2) {
if (p3.health >= 0) {
CBullets bo1 = p3.getCBull();
bo1.xVel = -2-cbSpeed;
cb.add(bo1);
}
if (p4.health >= 0) {
CBullets bo2 = p4.getCBull();
bo2.xVel = -4-cbSpeed;
cb.add(bo2);
}
}

}

if (S == 1) {

if (p1.health >= 0) {
Bullets bu = p1.getBull();
bu.xVel = 5;
b.add(bu);
S += 1;
}
}

//Here Also Problem .. When COmputer have More fire then it gaves Array Exeption . Or Player have More Fire
for (int i = cb.size() -1; i >= 0 ; i--) {
boolean bremoved = false;
for (int j = b.size() -1 ; j >=0 ; j--) {
if (b.get(j).rect.intersects(cb.get(i).rect) ||
cb.get(i).rect.intersects(b.get(j).rect)) {
bremoved = true;
b.remove(j);
}
}
if(bremoved)
cb.remove(i);
}






for (int i = 0; i < b.size(); i++) {
b.get(i).move();

if (b.get(i).rect.intersects(p2.rect)) {

if (p2.health >= 0) {
p2.health--;

b.remove(i);
// System.out.println("Hited P2");
i--;

continue;
}
}

if (b.get(i).rect.intersects(p3.rect)) {
if (p3.health >= 0) {
p3.health--;

b.remove(i);
// System.out.println("Hited P3");
i--;

continue;
}
}
if (b.get(i).rect.intersects(p4.rect)) {
if (p4.health >= 0) {
p4.health--;

b.remove(i);
// System.out.println("Hited P4");
i--;

continue;
}
}
if (b.get(i).rect.x > 790) {
b.remove(i);

}
}

for (int j = 0; j < cb.size(); j++) {
cb.get(j).move();

if (cb.get(j).rect.intersects(p1.rect) && cb.get(j).xVel < 0) {

p1.health--;
cb.remove(j);
j--;
continue;
}
}

timeEnd = System.currentTimeMillis();
timeElapsed = (int) (timeEnd - timeStart);
}

public void level2() {

if (p2.health <= 10) {

Level2 = true;
cbSpeed = 4;
p3.x = 750;
p4.x = 750;

p2.speed = 10;
p3.speed = 20;
p4.speed = 30;
}
}

public void keyTyped(KeyEvent e) {
}

public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_ENTER:
newGame = false;

break;
case KeyEvent.VK_P:
pause = true;

break;
case KeyEvent.VK_R:
resart = true;

break;
case KeyEvent.VK_A:
a = true;

break;

case KeyEvent.VK_D:
d = true;
break;
case KeyEvent.VK_W:
w = true;
break;
case KeyEvent.VK_S:
s = true;
break;

case KeyEvent.VK_SPACE:
S += 1;

break;
}
}

public void keyReleased(KeyEvent e) {
switch (e.getKeyCode()) {

case KeyEvent.VK_A:
a = false;
break;
case KeyEvent.VK_D:

d = false;
break;
case KeyEvent.VK_W:
w = false;
break;
case KeyEvent.VK_S:
s = false;
break;

case KeyEvent.VK_SPACE:
S = 0;

break;

}
}

public void newGame() {

p1.health = 20;
p2.health = 20;
p3.health = 20;
p4.health = 20;
p3.x = 0;
p4.x = 0;
p2.x = 750;

Level2 = false;
cbSpeed = 0;
p2.speed = 9;
b.removeAll(b);
cb.removeAll(cb);

timerStart = (int) System.currentTimeMillis();

GameOver = false;

}

public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {

public void run() {
KeyListener k = new Shooter();
}
});

}

@Override
public void run() {
player = JOptionPane.showInputDialog(frame, "Enter Player Name", "New Player", JOptionPane.DEFAULT_OPTION);

while (true) {

timerEnd = (int) System.currentTimeMillis();

if (resart) {
newGame();
resart = false;
}
if (pause) {
Thread.currentThread().notify();
}
try {

if (!GameOver) {
Timer = timerEnd - timerStart;
level2();
if (p1.y < p2.y && p2.y>60) {
p2.moveUp();
}
if (p1.y < p3.y && p3.y>43) {
p3.moveUp();
}
if (p1.y < p4.y && p4.y>43) {
p4.moveUp();

}
if (p1.y > p2.y && p2.y<535) {
p2.moveDown();
}
if (p1.y > p3.y && p3.y<535) {
p3.moveDown();
}
if (p1.y > p4.y && p4.y<530) {
p4.moveDown();
}

}
if (timeElapsed < 125) {
Thread.currentThread().sleep(125);
}
} catch (InterruptedException ex) {
System.out.print("FInished");

}

}

}

最佳答案

很难从你的挥霍中分辨出来,但我还是要继续回答:问题似乎是你不丢帧;只会拖延他们。基本上,您需要将游戏逻辑与绘图逻辑分开,并尽可能多地绘制帧。两者可能应该在不同的线程上,但话又说回来,线程是邪恶的。

关于java - 游戏速度问题,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/2463745/

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