我试图通过重写我的JPanel的更新方法来实现我的游戏的双缓冲,我做了所有常见的代码等,但它仍然不能工作,它抛出一个堆栈溢出错误,下面是具体的错误:
Exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError
at java.awt.Rectangle.<init>(Rectangle.java:193)
at java.awt.Rectangle.<init>(Rectangle.java:208)
at sun.awt.image.BufImgSurfaceData.getBounds(BufImgSurfaceData.java:369)
at sun.java2d.loops.GraphicsPrimitive.convertFrom(GraphicsPrimitive.java:533)
at sun.java2d.loops.GraphicsPrimitive.convertFrom(GraphicsPrimitive.java:523)
at sun.java2d.loops.MaskBlit$General.MaskBlit(MaskBlit.java:171)
at sun.java2d.loops.Blit$GeneralMaskBlit.Blit(Blit.java:186)
at sun.java2d.pipe.DrawImage.blitSurfaceData(DrawImage.java:927)
at sun.java2d.pipe.DrawImage.renderImageCopy(DrawImage.java:550)
at sun.java2d.pipe.DrawImage.copyImage(DrawImage.java:54)
at sun.java2d.pipe.DrawImage.copyImage(DrawImage.java:982)
at sun.java2d.SunGraphics2D.drawImage(SunGraphics2D.java:2979)
at sun.java2d.SunGraphics2D.drawImage(SunGraphics2D.java:2964)
at epicgame.Menu.displayMenu(Menu.java:71)
at epicgame.GUI$1.paintComponent(GUI.java:64)
at javax.swing.JComponent.paint(JComponent.java:1029)
at epicgame.GUI$1.update(GUI.java:117)
at epicgame.GUI$1.paintComponent(GUI.java:98)
at javax.swing.JComponent.paint(JComponent.java:1029)我的代码也不是特别复杂:
mainPanel = new JPanel()
{
@Override protected void paintComponent(Graphics g)
{
//super.paintComponent(g);
if(menuEnabled == 1)
{
Menu.displayMenu(g, mainPanel);
}
else if(gameNum == 1)
{
StreetFighter.StreetFighter(g, mainPanel);
// Calls the controls method within the controls class.
Controls.controls(Calendar.getInstance().getTimeInMillis() - timeOld);
timeOld = Calendar.getInstance().getTimeInMillis();
}
else if(gameNum == -1)
{
Menu.scoreBoard(g, mainPanel);
if(loaded != true)
{
Menu.loadScoreBoard(mainPanel);
loaded = true;
}
}
if(gameNum > 0)
{
if(longcat == true && longcatloaded != true)
{
Extras.loadLongCat();
longcatloaded = true;
}
if(longcatloaded == true && longcat == true)
{
Extras.displayLongCat(g, mainPanel);
}
}
// Causes an infinite loop, e.g makes the screen render over and over.
//repaint();
update(g);
}
@Override public void update(Graphics g)
{
System.err.println("Updating screen and using double buffer!");
// initialize buffer
if(dbImage == null)
{
dbImage = createImage (this.getSize().width, this.getSize().height);
dbg = dbImage.getGraphics ();
}
// clear screen in background
dbg.setColor (getBackground ());
dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);
// draw elements in background
dbg.setColor (getForeground());
paint(dbg);
// draw image on the screen
g.drawImage (dbImage, 0, 0, this);
try
{
Thread.sleep(200);
}
catch (InterruptedException ex)
{
System.err.print("cant delay repaint.");
}
}
};我希望有人能指出我哪里错了,我在想也许是因为更新被调用了太多次,或者更新是错误的方法?
发布于 2011-03-19 11:07:03
不要从paintComponent()调用paint()或update()方法。
另外,不要在任何绘制方法中调用Thread.sleep()。相反,创建一个每x毫秒更新一次游戏模型的线程,然后在已覆盖paintComponent()的自定义组件上调用repaint(),以便它绘制游戏状态。
发布于 2011-03-19 11:13:20
您将在组件的paintComponent中调用paint,这将导致组件不断地重新绘制自身。这将导致StackOverflowException。此外,API还警告开发人员在应用程序中显式调用paint:
由 Swing 调用以绘制组件。 应用程序不应直接调用paint,而应使用repaint 方法来安排组件重绘。
该方法实际上将绘画工作委托给了三个受保护的方法:paintComponent、paintBorder 和paintChildren。 它们按列出的顺序调用,以确保子组件出现在组件本身的顶部。 一般来说,组件及其子组件不应该在分配给边框的 insets 区域中进行绘制。 子类可以像往常一样覆盖这个方法。 只想专门化 UI(外观和感觉)委托的绘制方法的子类应该重写paintComponent。
发布于 2011-03-19 11:03:26
您需要在完成后的每一帧调用g.dispose(),否则它将永远不会从内存中释放,并且您会看到堆栈溢出错误。http://download.oracle.com/javase/1.3/docs/api/java/awt/Graphics.html
https://stackoverflow.com/questions/5359757
复制相似问题