仿射变换Java:使用仿射变换时游戏速度减慢
我想创建一个类似于太空入侵者的游戏,但是外星人并没有进入屏幕的底部,而是发射射弹。我想创造的一种外星人(在下面的代码中)变成了 到45度后。我尝试了仿射变换,但每次他们转动时,游戏速度都会降低一半。玩家和炮弹以当时速度的一半移动。下面的代码是创建JPanel的类 画所有的东西
import javax.swing.Timer;
import java.awt.event.*;
import java.awt.geom.*;
import java.awt.*;
import java.util.*;
import javax.swing.JPanel;
import javax.imageio.*;
import java.awt.image.BufferedImage;
import java.net.URL;
import java.io.IOException;
import javax.swing.*;
public class WELTZEICHNER2 extends JPanel implements ActionListener ,
KeyListener
{
Player p;
Timer t = new Timer (5, this);
ArrayList<ANGRIFF> ziele = new ArrayList<ANGRIFF>();
ArrayList<ANGRIFF> ziele2 = new ArrayList<ANGRIFF>();
ArrayList<ALIEN1> aliens1 = new ArrayList<ALIEN1>();
private boolean left,right,space;
private int lastshot = 100;
private int score =0;
BufferedImage image;
BufferedImage image2;
BufferedImage image3;
BufferedImage image4;
int count = 0;
int count2 = 0;
int d = 0;
public WELTZEICHNER2()
{
setDoubleBuffered(true);
p = new Player(500,900,100000);
t.start();
addKeyListener(this);
setFocusable(true);
URL resource = getClass().getResource("alien2.png");
URL resource2 = getClass().getResource("background.png");
URL resource3 = getClass().getResource("raumschifftest.png");
URL resource4 = getClass().getResource("kreislertest.png");
try {
image = ImageIO.read(resource);
} catch (IOException e) {
e.printStackTrace();
}
try {
image2 = ImageIO.read(resource2);
} catch (IOException e) {
e.printStackTrace();
}
try {
image3 = ImageIO.read(resource3);
} catch (IOException e) {
e.printStackTrace();
}
try {
image4 = ImageIO.read(resource4);
} catch (IOException e) {
e.printStackTrace();
}
for (int i= 0;i < 20;i++)
{
for (int j =0;j <5;j++)
{
aliens1.add(new ALIEN1(70+i*90,80+j*70,1));
}
}
}
public void erzeugeANGRIFF()
{
ANGRIFF b = new ANGRIFF(p.getxN() + 11, p.getyN(),true);
ziele2.add(b);
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g.drawImage(image2,1,1,this); //background image
g.drawImage(image3,p.getxN(),p.getyN(),this); //player image
for (ANGRIFF b : ziele)
{
g2.setColor(Color.RED);
g2.fill( new Ellipse2D.Double(b.getxN(),b.getyN(),5,10)); //alien´s projectiles
}
for (ANGRIFF b : ziele2)
{
g2.setColor(Color.GREEN);
g2.fill( new Ellipse2D.Double(b.getxN(),b.getyN(),5,10)); // player´s projectiles
}
for (ALIEN1 i : aliens1) //draw alien images
{
if(count2 > 10000)
{
AffineTransform trans = new AffineTransform();
trans.rotate(Math.toRadians(45), image4.getWidth() / 2, image4.getHeight() / 2);
BufferedImage rotated = new BufferedImage(image4.getWidth(),
image4.getHeight(), BufferedImage.TYPE_4BYTE_ABGR);
Graphics2D g3 = rotated.createGraphics();
g3.drawImage(image4, trans, null);
g2.drawImage(rotated,i.getxN(),i.getyN(),null);
}
else
{
g.drawImage(image4,i.getxN(),i.getyN(),this);
}
}
g2.setColor(Color.RED);
g2.drawString("Score:"+ score,5,15);
g2.drawString("Health:"+ p.health,5,30);
g2.drawString("Count:"+ count,5,45);
if(p.health == 0) //Game Over screen
{
g2.setColor(Color.BLACK);
g2.fill(new Rectangle2D.Double(1,1,1920,1080));
g2.setColor(Color.RED);
String text = "Game Over";
Font endtext = new Font("TimesNewRoman",Font.PLAIN, 200 );
g2.setFont(endtext);
g2.drawString(text,450,540);
}
}
public void actionPerformed(ActionEvent e)
{
if ( right == true)
{
p.right();
}
if (left == true)
{
p.left();
}
if(space == true && lastshot < 0)
{
erzeugeANGRIFF();
lastshot = 100;
}
lastshot -=1;
int bulletCount =ziele.size();
int bulletCount2 =ziele2.size();
int Alien1Count = aliens1.size();
ArrayList<Integer> remANGRIFF= new ArrayList<Integer>();
ArrayList<Integer> remANGRIFF2= new ArrayList<Integer>();
ArrayList<Integer>remAlien1=new ArrayList<Integer>();
for( int i = 0; i < bulletCount2;i++)
{
ANGRIFF b = ziele2.get(i);
b.bewegeANGRIFF();
if (b.getyN() >1000 )
{
remANGRIFF2.add(i);
}
for (int j =0;j< Alien1Count;j++ )
{
ALIEN1 n = aliens1.get(j);
if (b.checkCollision(n) && b.player == true)
{
n.health -=1;
score +=50;
if (n.health <= 0)
{
remAlien1.add(j);
score +=100;
}
remANGRIFF2.add(i);
}
}
}
for( int i = 0; i < bulletCount;i++)
{
ANGRIFF b = ziele.get(i);
b.bewegeANGRIFF();
if (b.getyN() < -100 )
{
remANGRIFF.add(i);
}
if (b.checkCollision(p) && b.player == false)
{
p.health -=50;
if (p.health <= 0)
{
p.health = 0;
}
remANGRIFF.add(i);
}
}
for (ALIEN1 i : aliens1)
{
// i.Bewegungsmuster();
count2++;
if(count2 > 20000)
{
count2 = 0;
}
if (i.newANGRIFF())
{
ziele.add(new ANGRIFF(i.getxN()+50,i.getyN()+50,false));
}
}
for (int i: remANGRIFF)
{
if(i < ziele.size())
{
ziele.remove(i);
}
}
for (int i: remANGRIFF2)
{
if(i < ziele2.size())
{
ziele2.remove(i);
}
}
for (int i: remAlien1)
{
if (i<aliens1.size())
{
aliens1.remove(i);
}
}
repaint();
}
public void keyPressed(KeyEvent e)
{
int code = e.getKeyCode();
if ( code == KeyEvent.VK_RIGHT)
{
right = true;
}
if ( code == KeyEvent.VK_LEFT)
{
left = true;
}
if ( code == KeyEvent.VK_SPACE)
{
space = true;
}
}
public void keyReleased(KeyEvent e)
{
int code = e.getKeyCode();
if ( code == KeyEvent.VK_RIGHT)
{
right = false;
}
if ( code == KeyEvent.VK_LEFT)
{
left = false;
}
if ( code == KeyEvent.VK_SPACE)
{
space = false;
lastshot =0;
}
}
public void keyTyped(KeyEvent e)
{
int code = e.getKeyCode();
if ( code == KeyEvent.VK_SPACE)
{
erzeugeANGRIFF();
}
}
}
这是开始游戏的班级
import javax.swing.*;
public class start
{
public static void main(String[] args)
{
//System.setProperty("sun.java2d.d3d", "true");
//System.setProperty("sun.java2d.noddraw", "false");
//-Dsun.java2d.noddraw=false;
JFrame f = new JFrame();
WELTZEICHNER2 d = new WELTZEICHNER2();
f.setSize(1920,1080);
f.setTitle("BlueJ Space Invader");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(d);
f.setVisible(true);
}
}
感谢您的帮助
# 1 楼答案
你的“核心”问题就在这里
这会在每个绘制周期中创建大量短期对象,这会给GC带来额外的压力,降低程序的速度—更不用说创建
BufferedImage
所需的时间了更好的解决方案是简单地旋转当前
Graphics
上下文。问题是,它可能很快变得非常复杂因此,基本上我要做的是,我将使用
AffineTransform
来将原点/偏移量转换为正在绘制的对象的位置。然后,旋转变得非常简单,即围绕图像的中心点旋转,然后在0x0
处绘制图像诀窍是在完成后重置变换。这就是在手之前创建
Graphics
上下文的另一个副本,对其应用转换,绘制图像,然后处理副本非常非常方便的地方当我测试你的代码时,我看到了不均匀的帧速率。以远大于5毫秒的间隔调用
ActionListener
。当它执行30000次循环时,它的平均时间已经是75毫秒,并且在缓慢增加,这表明你还有一些问题要处理关注于{{CD7}}和对象的创建/处理,并考虑使用对象的“池”来进一步减少可能存在的
的GC开销。你可以看看Swing animation running extremely slow作为例子
PS@300000个周期,每次更新的平均周期为200毫秒:p