Я пишу небольшую игру об Астероидах, но, похоже, она немного отстает. Я использую swing.Timer
для обновления JFrame и отображения графики. У меня есть два вопроса, первый из которых:
«Может ли таймер быть причиной лагов?»и второе:
«Использует ли Таймер оптимальный способ управления игровым программированием на Java или нет?»
При просмотре интернета казалось, что все используютТаймер для обработки анимации, но я не могу не чувствовать, что это неоптимальный способ сделать это. Может кто-нибудь объяснить это мне? Заранее спасибо:)
Вот код моего Таймера, если это поможет. Сначала Базовый класс:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics2D;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.Insets;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class Base implements ActionListener {
// Attributes
protected static int cd = 3; // Length of Countdown in seconds
private int nrOfAsteroids = 10; // Amount of Asteroids spawned
protected static int fps = 60; // Frames-per-second
// Various variables and constants
protected static BufferedImage image;
protected static int height;
protected static int width;
protected static boolean colorMode = false;
// Variables needed for Key-register
protected static boolean isWpressed = false;
private boolean isQpressed = false;
private boolean isEpressed = false;
private boolean isSpacePressed = false;
private boolean stop = false; // TODO remove after game is finished
// Various complex-objects
private static Base b = new Base();
private Asteroid[] a = new Asteroid[nrOfAsteroids];
private JFrame frame;
private JButton start;
private JButton colorButton;
private JLabel dummy;
private JLabel gameLabel;
protected static JLabel screen = new JLabel();
private ImageIcon icon;
private Timer t;
private static Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
public static void main(String[] args) {
height = (int) (screenSize.height * 0.9);
width = (int) (screenSize.width * 0.9);
image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
screen.setSize(width, height);
b.frameSetup();
} // end main
private void frameSetup() {
// Frame Setup
frame = new JFrame("yaaasssss hemorrhoids");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().setBackground(Color.BLACK);
frame.setBounds((int) (screenSize.width * 0.05), (int) (screenSize.height * 0.03), width, height);
frame.setLayout(new GridBagLayout());
// creating a "color" button
colorButton = new JButton("CLASSIC");
GridBagConstraints cb = new GridBagConstraints();
cb.weightx = 1;
cb.weighty = 1;
cb.gridx = 2;
cb.gridy = 0;
cb.anchor = GridBagConstraints.FIRST_LINE_END;
cb.insets = new Insets(10, 0, 0, 10);
colorButton.setPreferredSize(new Dimension(100, 30));
frame.add(colorButton, cb);
// creating a "ASTEROIDS" Label
gameLabel = new JLabel("ASSTEROIDS");
GridBagConstraints gl = new GridBagConstraints();
gl.weightx = 1;
gl.weighty = 1;
gl.gridwidth = 3;
gl.gridx = 0;
gl.gridy = 1;
gl.anchor = GridBagConstraints.CENTER;
gl.fill = GridBagConstraints.BOTH;
gameLabel.setPreferredSize(new Dimension(100, 30));
gameLabel.setFont(gameLabel.getFont().deriveFont(60.0f));
gameLabel.setForeground(Color.WHITE);
gameLabel.setHorizontalAlignment(SwingConstants.CENTER);
frame.add(gameLabel, gl);
// Dummy Component
dummy = new JLabel();
GridBagConstraints dc = new GridBagConstraints();
dummy.setPreferredSize(new Dimension(100, 30));
dc.weightx = 1;
dc.weighty = 1;
dc.gridx = 0;
dc.gridy = 0;
frame.add(dummy, dc);
// creating a "start" button
start = new JButton("START");
GridBagConstraints sb = new GridBagConstraints();
sb.weightx = 1;
sb.weighty = 1;
sb.gridx = 1;
sb.gridy = 2;
sb.anchor = GridBagConstraints.PAGE_START;
sb.insets = new Insets(15, 0, 0, 0);
start.setPreferredSize(new Dimension(100, 30));
frame.add(start, sb);
// Implementing a function to the buttons
start.addActionListener(this);
colorButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
if (colorButton.getText() == "CLASSIC") {
colorMode = true;
colorButton.setText("LSD-TRIP");
} else {
colorMode = false;
colorButton.setText("CLASSIC");
}
}
});
// Show Results
frame.setVisible(true);
}
private void addImage() {
// Implementing the Image
icon = new ImageIcon(image);
screen.setIcon(icon);
frame.add(screen);
}
protected void setWindowSize() {
width = frame.getBounds().width;
height = frame.getBounds().height;
screen.setSize(width, height);
}
@Override
public void actionPerformed(ActionEvent ae) {
// Cleaning the screen
frame.remove(start);
frame.remove(gameLabel);
frame.remove(colorButton);
frame.remove(dummy);
// Checking if Window has been resized, and acting according to it
setWindowSize();
// Creating the image
for (int i = 0; i < nrOfAsteroids; ++i) {
a[i] = new Asteroid();
}
gameStart();
}
private void gameStart() {
t = new Timer(1000/fps, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
clearScreen();
for (int i = 0; i < nrOfAsteroids; ++i) {
a[i].drawAsteroid();
}
// Managing Controlls
if (isWpressed) {}
if (isQpressed) { }
if (isEpressed) { }
if (isSpacePressed) { }
if (stop) { }
// Updating the screen
b.addImage();
}
});
t.setInitialDelay(0);
actions();
t.start();
}
private void actions() {
// Defining all the constants for more order when handling the actions
final int focus = JComponent.WHEN_IN_FOCUSED_WINDOW;
String move = "Movement started";
String noMove = "Movement stopped";
String shoot = "Shooting started";
String noShoot = "Shooting stopped";
String turnLeft = "Rotation left started";
String noTurnLeft = "Rotation left stopped";
String turnRight = "Rotation right started";
String noTurnRight = "Rotation right stopped";
String stopIt = "stop"; // TODO remove when game is finished
// Getting the input and trigger an ActionMap
screen.getInputMap(focus).put(KeyStroke.getKeyStroke("W"), move);
screen.getInputMap(focus).put(KeyStroke.getKeyStroke("released W"), noMove);
screen.getInputMap(focus).put(KeyStroke.getKeyStroke("SPACE"), shoot);
screen.getInputMap(focus).put(KeyStroke.getKeyStroke("released SPACE"), noShoot);
screen.getInputMap(focus).put(KeyStroke.getKeyStroke("Q"), turnLeft);
screen.getInputMap(focus).put(KeyStroke.getKeyStroke("released Q"), noTurnLeft);
screen.getInputMap(focus).put(KeyStroke.getKeyStroke("E"), turnRight);
screen.getInputMap(focus).put(KeyStroke.getKeyStroke("released E"), noTurnRight);
screen.getInputMap(focus).put(KeyStroke.getKeyStroke("S"), stopIt);
// Triggered ActionMaps perform an Action
screen.getActionMap().put(move, new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
isWpressed = true;
} });
screen.getActionMap().put(noMove, new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
isWpressed = false;
} });
screen.getActionMap().put(shoot, new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
isSpacePressed = true;
} });
screen.getActionMap().put(noShoot, new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
isSpacePressed = false;
} });
screen.getActionMap().put(turnLeft, new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
isQpressed = true;
} });
screen.getActionMap().put(noTurnLeft, new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
isQpressed = false;
} });
screen.getActionMap().put(turnRight, new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
isEpressed = true;
} });
screen.getActionMap().put(noTurnRight, new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
isEpressed = false;
} });
screen.getActionMap().put(stopIt, new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
stop = true;
} });
} // end actions()
private void clearScreen() {
Graphics2D pen = image.createGraphics();
pen.clearRect(0, 0, Base.width, Base.height);
}
} // end class
Теперь класс Астероидов:
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Polygon;
public class Asteroid {
// Attributes
private int amountOfCornerPoints = 12;
private int size = 50;
private int rotationSpeed = 2;
private int movementSpeed = 3;
// Fields needed to construct the Asteroid
private Polygon asteroidShape;
private int xCenter = (int) (Math.random() * Base.width);
private int yCenter = (int) (Math.random() * Base.height);
private int[] y = new int[amountOfCornerPoints];
private int[] x = new int[amountOfCornerPoints];
private int[] random = new int[amountOfCornerPoints];
private int rmax = 20; //Das Maximum für r
private int rmin = -rmax; //Das Minimum für r
// Field needed to transport the Asteroid
private boolean transporting = false;
// Field needed to rotate the Asteroid
private int cornerAddition = 0;
// Fields needed to detect Collision
// Fields needed to determine the direction of the Asteroid
private int direction = (int) Math.round((Math.random()*7));
private int xMove = 0;
private int yMove = 0;
// Fields for determining the color of the Asteroid
private Color col;
private int red = 255;
private int green = 255;
private int blue = 255;
public Asteroid() {
// Activating colorMode
if (Base.colorMode == true) {
do {
red = (int) Math.round((Math.random()*127));
green = (int) Math.round((Math.random()*127));
blue = (int) Math.round((Math.random()*127));
} while (red < 64 && green < 64 && blue < 64); }
col = new Color(red, green, blue);
// Zufallszahlen Generator
for (int i = 0; i < random.length; ++i) {
random[i] = (int) (Math.random()*rmax + rmin); }
asteroidShape = new Polygon();
whichDirection();
}
protected void drawAsteroid() {
move();
rotate();
int degreeHolder;
int degrees;
for (int i = 0; i < amountOfCornerPoints; ++i) {
degreeHolder = i*(360/amountOfCornerPoints) + cornerAddition;
if (degreeHolder >= 360) {
degrees = degreeHolder - 360;
} else {
degrees = degreeHolder;
}
x[i] = getXvalue(size + random[i])[degrees];
y[i] = getYvalue(size + random[i])[degrees];
}
asteroidShape.invalidate();
asteroidShape = new Polygon(x, y, amountOfCornerPoints);
Graphics2D pen = Base.image.createGraphics();
pen.setColor(col);
pen.draw(asteroidShape);
pen.dispose();
}
private void rotate() {
cornerAddition += rotationSpeed;
if (cornerAddition >= 360)
cornerAddition = cornerAddition - 360;
}
private void move() {
detectTransport();
xCenter += xMove;
yCenter += yMove;
}
private void detectTransport() {
boolean transportImmunity = false;
if (xCenter <= -size || xCenter >= Base.width + size) {
if (transportImmunity == false)
transporting = !transporting;
transportImmunity = true;
transport();
}
if (yCenter <= -size || yCenter >= Base.height + size) {
if (transportImmunity == false)
transporting = !transporting;
transportImmunity = true;
transport();
}
}
private void transport() {
while (transporting) {
xCenter -= xMove;
yCenter -= yMove;
detectTransport();
}
}
private void whichDirection() {
switch (direction) {
case 0: // Gerade Oben
xMove = 0;
yMove = -movementSpeed;
break;
case 1: // Diagonal Oben-rechts
xMove = movementSpeed;
yMove = -movementSpeed;
break;
case 2: // Gerade rechts
xMove = movementSpeed;
yMove = 0;
break;
case 3: // Diagonal Unten-rechts
xMove = movementSpeed;
yMove = movementSpeed;
break;
case 4: // Gerade Unten
xMove = 0;
yMove = movementSpeed;
break;
case 5: // Diagonal Unten-links
xMove = -movementSpeed;
yMove = movementSpeed;
break;
case 6: // Gerade links
xMove = -movementSpeed;
yMove = 0;
break;
case 7: // Diagonal Oben-links
xMove = -movementSpeed;
yMove = -movementSpeed;
break;
}
} // end WhichDirection
private int[] getXvalue(int radius) {
int[] xPoint = new int[360];
for (int i = 0; i < 360; ++i) {
double xplus = Math.cos(Math.toRadians(i+1)) * radius;
xPoint[i] = (int) Math.round(xCenter + xplus); }
return xPoint;
}
private int[] getYvalue(int radius) {
int[] yPoint = new int[360];
for (int i = 0; i < 360; ++i) {
double yPlus = Math.sin(Math.toRadians(i+1)) * radius;
yPoint[i] = (int) Math.round(yCenter - yPlus); }
return yPoint;
}
}
PS: Мой компьютер, скорее всего, не причина, так как он может запускать намного большие игры спо крайней мере, 100 кадров в секунду
Редактировать: Ни один из других методов, например, метод rotate (), не вызывает задержки, так как я уже пробовал весь код только с наиболее важными методами, и результат был таким же.
Edit2: Может быть, стоит отметить, что отставание на самом деле едва заметно. Тем не менее, для такой маленькой игры, как астероиды, не должно быть никаких задержек, особенно если она работает только на 60 кадрах в секунду.
Edit3: добавлено MRE