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java - 在 Java AWT Canvas 中绘制点矩阵太慢

转载 作者:行者123 更新时间:2023-11-30 03:31:38 24 4
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我正在尝试实现Conway's Game of Life自学 Java。来自 C/C++ 也很容易理解。到目前为止,我已经相当成功,并且(我认为)我快完成了。该代码似乎可以工作,但有两件事仍然困扰着我。

  1. 我将要绘制的点存储在矩阵中,并使用 Canvas::paint 中的 aGraphics.drawLine(i, j, i, j); 绘制它们双 for 循环 内的 (Graphics aGraphics) 方法。这里的问题是 Canvas 的构建从左到右都是可见的。我确信问题在于重复调用 drawLine() 方法,因为当我切换嵌套 for 循环 的顺序时,构建是自上而下的>。将点存储在图像中可能会更好吗?

  2. 另一个问题是游戏本身运行得太快。在不停止绘制过程的情况下暂停程序的计算是一个好主意吗?

这是我的 Canvas 类:

class GOLCanvas extends Canvas {
private int m_iWidth;
private int m_iHeight;
private int[][] m_iPoints;
private int[][] m_iNeighbours;
private double m_dSeed;
private Random m_cRnd;

GOLCanvas(int aWidth, int aHeight, double aSeed) {
m_iWidth = aWidth;
m_iHeight = aHeight;
m_dSeed = aSeed;
m_cRnd = new Random();
m_cRnd.setSeed(m_cRnd.nextLong());
m_iPoints = new int[m_iHeight][m_iWidth];
m_iNeighbours = new int[m_iHeight][m_iWidth];
}

public void init() {
// init Points randomly
}

private int getRandomInt(double aProbability) {
return (m_cRnd.nextDouble() < m_dSeed) ? 1 : 0;
}

public void countNeighbours () {
// ditto name
}

public void calcNextStep () {
// ditto name
}
@Override
public void paint(Graphics aGraphics) {
// **ANY IDEAS TO SPEED UP THIS PART HERE?**
for(int i = 0; i < m_iHeight; i++) {
for(int j = 0; j < m_iWidth; j++) {
if (m_iPoints[i][j] == 1){
aGraphics.drawLine(i, j, i, j);
}
}
}
}

最佳答案

看看你的代码,我建议将设计更改为动态渲染的Canvasrepaint没有实现多缓冲,可能会导致闪烁。另外,关于您的游戏运行速度太快,您需要在自己的Thread(而不是主线程)中运行游戏,然后实现update方法并将其同步N次再用Thread.sleep

设计可以是这样的:

public class Game extends Canvas implements Runnable {

// resolution
public static final int WIDTH = 640;
public static final int HEIGHT = 480;

// window title
private static final String TITLE = "Title";

/**
* Number of logical/physical updates per real second
*/
private static final int UPDATE_RATE = 60;

/**
* Number of rendering buffers
*/
private static final int BUFFERS_COUNT = 3;

/**
* Value of a second in NanoSeconds DO NOT CHANGE!
*/
private static final long NANOS_IN_SEC = 1000000000L;

/**
* Update interval in double precision NanoSeconds DO NOT CHANGE!
*/
private static final double UPDATE_SCALE = (double) NANOS_IN_SEC / UPDATE_RATE;

private JFrame window;
private Thread gameThread;
private boolean running;

// temp values
int x = 0;
int y = 0;

////////////////

public Game(JFrame window) {
this.window = window;
this.running = false;

setPreferredSize(new Dimension(WIDTH, HEIGHT));

this.window.setDefaultCloseOperation(JFrame.DO_NOTHING_ON_CLOSE);
// properly ends the game by calling stop when window is closed
this.window.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
stop();
super.windowClosing(e);
System.exit(0);
}
});

this.window.getContentPane().add(this);
this.window.setResizable(false);
this.window.pack();
this.window.setLocationRelativeTo(null);
this.window.setVisible(true);
}

// starts the game
public synchronized void start() {
if (running)
return;

running = true;
gameThread = new Thread(this);
gameThread.start();
System.out.println("Game thread started");
System.out.println("UPDATE_RATE: " + UPDATE_RATE);
}

// ends the game
public synchronized void stop() {
if (!running)
return;

running = false;
boolean retry = true;
while (retry) {
try {
gameThread.join();
retry = false;
System.out.println("Game thread stoped");
} catch (InterruptedException e) {
System.out.println("Failed sopping game thread, retry in 1 second");
try {
Thread.sleep(1000);
} catch (InterruptedException e1) {
e1.printStackTrace();
}
}
}
}

private void update() {
// this will run UPDATE_RATE times a second
x++;
y++;
}

private void render() {
BufferStrategy bs = getBufferStrategy();
if (bs == null) {
createBufferStrategy(BUFFERS_COUNT);
return;
}

Graphics2D g2d = (Graphics2D) bs.getDrawGraphics().create();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
clear(g2d, 0);

// render here
g2d.setColor(Color.red);
g2d.fillRect(x, y, 50, 50);
//////////////

g2d.dispose();

bs.show();
}

private void clear(Graphics2D g2d, int shade) {
g2d.setColor(new Color(shade, shade, shade));
g2d.fillRect(0, 0, WIDTH, HEIGHT);
}

// game loop thread
public void run() {
long startTime = System.currentTimeMillis();
long tick = 1000;

int upd = 0;
int fps = 0;

double updDelta = 0;

long lastTime = System.nanoTime();

while (running) {
long now = System.nanoTime();
updDelta += (now - lastTime) / UPDATE_SCALE;
lastTime = now;

while (updDelta > 1) {
update();
upd++;
updDelta--;
}
render();
fps++;

if (System.currentTimeMillis() - startTime > tick) {
window.setTitle(TITLE + " || Upd: " + upd + " | Fps: " + fps);
upd = 0;
fps = 0;
tick += 1000;
}

try {
Thread.sleep(5); // always a good idea to let is breath a bit
} catch (InterruptedException e) {
e.printStackTrace();
}

}

}
}

用法:

public static void main(String[] args) {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
EventQueue.invokeLater(() -> {
new Game(new JFrame()).start();
});
}

显然这只是实现此目的的一种方法(还有很多其他方法),请随意根据您的需要进行调整。我花了大约 20 分钟来写,所以我希望它没有白费,这会有所帮助,如果你在代码中发现任何无法修复的错误,请告诉我(我写的时候没有检查它是否有效)。

关于java - 在 Java AWT Canvas 中绘制点矩阵太慢,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/28872567/

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