在我的游戏中,我有一个游戏面板,它画我的地图层:‘地面/建筑物/物体层’,然后是玩家精灵,然后是敌人/npcs/暴徒,然后是‘上层(在玩家上面画瓷砖)’。它运行得很好,运行也很顺利。
然后,我开始编写一个JInternalFrame地图。这看起来很适合我需要的东西,但我关心的是表现。在添加了地图之后,我注意到绘画的速度有所放缓。我最大的决议是支持一张地图:
else if (scrnsize.width >= 1440 && scrnsize.height >= 1024){ //large&wide
//45x29(32x32px tiles)
//1440, 1024基本上,我的问题是,我是否有更好的方法(比下面的代码)或方法,我可以调用屏幕外的缓冲区或其他什么?
这是地图代码。如您所见,我在paintComponent中有逻辑不重新绘制,除非refreshMinimap ==真(播放机移动或死亡)。这帮助消除了大多数明显的滞后,但我仍然注意到一些。任何帮助都是非常感谢的。
public MinimapGamePanel() {
super();
logger.addAppender(GUILog4JFileHelper.fileAppender);
gamePanelImage = new BufferedImage(32 * MyClient.xTiles, 32 * MyClient.yTiles, BufferedImage.TYPE_INT_ARGB);
setLayout(new BorderLayout());
setBorder(BorderFactory.createLineBorder(Color.black));
}
public void paintComponent(Graphics g) {
logger.trace("begin: REPAINTNG...");
g2 = (Graphics2D)g;
//map
if (refreshMinimap){
RefreshMinimap();
refreshMinimap = false;
}
g2.drawImage(gamePanelImage, 0, 0, null);
g2.dispose();
logger.trace("end: REPAINTNG...");
}
private void RefreshMinimap() {
logger.trace("Map drawing started.");
int count = (int) ((MyClient.characterX - (MyClient.xTiles*1.5)) + ((MyClient.characterY - (MyClient.yTiles*2)) * MyClient.mapWidth));
for (int x = 0; x < MyClient.xTiles*3; x++){
for (int y = 0; y < MyClient.yTiles*4; y++){
if (count > -1 && count < (MyClient.mapWidth * MyClient.mapHeight)){
if (!MyClient.groundLayer[count].equals("0")){ //don't draw full transparent tiles
//SpriteStore.get().getSprite("images/tiles/" + MyClient.groundLayer[count] + ".png").draw(gamePanelImage, x, y);
SpriteStore.get().getSprite("images/tiles/" + MyClient.groundLayer[count] + ".png").drawFirstPixel(gamePanelImage, x, y);
}
if (!MyClient.buildingLayer[count].equals("0")){ //don't draw full transparent tiles
SpriteStore.get().getSprite("images/tiles/" + MyClient.buildingLayer[count] + ".png").drawFirstPixel(gamePanelImage, x, y);
}
if (!MyClient.objectLayer[count].equals("0")){ //don't draw full transparent tiles
SpriteStore.get().getSprite("images/tiles/" + MyClient.objectLayer[count] + ".png").drawFirstPixel(gamePanelImage, x, y);
}
} else {
SpriteStore.get().getSprite("images/tiles/" + MyClient.groundLayer[0] + ".png").drawFirstPixel(gamePanelImage, x, y);
}
count += MyClient.mapWidth;
}
count -= MyClient.yTiles * 4 * MyClient.mapWidth;
count++;
}
logger.trace("Map drawing done.");
}这是绘制像素0,0的绘图代码。
public void drawFirstPixel(BufferedImage gamePanelImage, int xDraw, int yDraw) {
BufferedImage bufferedVersion = (BufferedImage) image;
gamePanelImage.getGraphics().drawImage(bufferedVersion.getSubimage(0, 0, 1, 1), xDraw, yDraw, null);
}实际上,我对只取0,0像素的外观非常满意。抱歉,质量不好,手机照片不稳定。

发布于 2013-12-19 20:08:57
这和你们建议我做的一致吗?
public class MinimapGamePanel extends JPanel {
...
private static Thread t;
public MinimapGamePanel() {
super();
logger.addAppender(GUILog4JFileHelper.fileAppender);
gamePanelImage = new BufferedImage(320, 320, BufferedImage.TYPE_INT_ARGB);
//TODO:: change values above upon picking minimap size
setLayout(new BorderLayout());
setBorder(BorderFactory.createLineBorder(Color.black));
t = new Thread(new RefreshMinimapThread());
}
public void paintComponent(Graphics g) {
logger.trace("begin: REPAINTNG...");
g2 = (Graphics2D)g;
if (refreshMinimap){
t.start();
//RefreshMinimap();
refreshMinimap = false;
}
g2.drawImage(gamePanelImage, 0, 0, null);
g2.dispose();
logger.trace("end: REPAINTNG...");
}
private class RefreshMinimapThread implements Runnable {
@Override
public void run() {
RefreshMinimap();
}
}发布于 2013-12-19 19:25:45
在添加了地图之后,我注意到绘画的速度有所放缓。
SpriteStore.get().getSprite("images/tiles/" + MyClient.buildingLayer不要用绘画的方法做I/O。创建类时,应将所有图像读入内存。
https://stackoverflow.com/questions/20689411
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