15/10/2010, 03:14
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| | Fecha de Ingreso: octubre-2008
Mensajes: 118
Antigüedad: 16 años, 2 meses Puntos: 2 | |
parpadeo al pintar imagenes Hola a todos, estoy haciendo un juego en 2D con java y tengo un problema en el pintado de imagenes, para pintar el mapa utilizo la libreria javamappy. El mapa lo pinta en un doble buffer y despues pinto yo mi sprite. El problema es que se nota un parpadeo en el sprite ya que primero pinta el mapa y luego mi sprite.
Nose como tengo que hacer para añadir mi sprite al doble buffer para que no se note este parpadeo. El codigo es este:
Código:
public class VPrincipal extends JFrame implements Runnable{
Thread miThread1= new Thread();
Thread miThread2=new Thread();
private static String mapFileName = "mapa.FMP";
public static int windowWidth = 820; // dimensions in pixels
public static int windowHeight = 556;
private static int speedX = 2; // no of pixels to move the map each frame
private static int speedY = 2;
private static int refreshRate = 30; // no of milli-seconds that should pass between each frame, 33 ~ 30Hz
private static boolean running = false; // is set to true if the map is moving
private Image doubleBuffer;
private MapViewer mapViewer;
private LayerViewer layerViewer;
//private KeyboardInput keyboardInput = new KeyboardInput();
private static Class renderType = JDK12Renderer.class;
public VPrincipal(){
this.addKeyListener(new KeyListener() {
public void keyTyped(KeyEvent e)
{
}
public void keyPressed(KeyEvent e)
{
if (!miThread1.isAlive() && !miThread2.isAlive()){
int codigoTecla= e.getKeyCode();
if (codigoTecla>=37 && codigoTecla<=40){
HiloAnimarHeroe hiloAnda = new HiloAnimarHeroe(codigoTecla, miThread2, mapViewer, layerViewer);
miThread1 = new Thread(hiloAnda);
miThread1.start();
} else if(codigoTecla==32){
/*HiloAtaqueHeroe hiloAtque = new HiloAtaqueHeroe(pPrincipal);
miThread1 = new Thread(hiloAtque);
miThread1.start();
* */
} else if(codigoTecla==10){
FuncionesNPC.hayNPC(FuncionesHeroe.getHeroe());
}
}
}
public void keyReleased(KeyEvent e)
{
}
});
}
public void initialise(){
BufferedInputStream inputStream=null;
try {
inputStream = new BufferedInputStream(new FileInputStream(mapFileName));
} catch (FileNotFoundException ex) {
java.util.logging.Logger.getLogger(VPrincipal.class.getName()).log(Level.SEVERE, null, ex);
}
// create the viewers, making them render with the given JDK
Map map = MapLoader.loadMap(inputStream);
Renderer r = null;
try {
try {
r = ((Renderer) renderType.getConstructor(new Class[] {Map.class}).newInstance(new Object[] {map}));
} catch (InstantiationException ex) {
java.util.logging.Logger.getLogger(VPrincipal.class.getName()).log(Level.SEVERE, null, ex);
} catch (IllegalAccessException ex) {
java.util.logging.Logger.getLogger(VPrincipal.class.getName()).log(Level.SEVERE, null, ex);
} catch (IllegalArgumentException ex) {
java.util.logging.Logger.getLogger(VPrincipal.class.getName()).log(Level.SEVERE, null, ex);
} catch (InvocationTargetException ex) {
java.util.logging.Logger.getLogger(VPrincipal.class.getName()).log(Level.SEVERE, null, ex);
}
} catch (NoSuchMethodException ex) {
java.util.logging.Logger.getLogger(VPrincipal.class.getName()).log(Level.SEVERE, null, ex);
} catch (SecurityException ex) {
java.util.logging.Logger.getLogger(VPrincipal.class.getName()).log(Level.SEVERE, null, ex);
}
mapViewer = new MapViewer(map, r, windowWidth, windowHeight, 0, 0);
layerViewer = mapViewer.getLayerViewers()[0];
layerViewer.addPixelX(32*6);
layerViewer.addPixelY(32*4);
try { inputStream.close(); } catch (IOException ioe) { /**/ }
// create double buffer
doubleBuffer = super.createImage(windowWidth, windowHeight);
}
public void run() {
running = true;
// the game loop
while (running) {
long startTime = System.currentTimeMillis();
// scroll the map...
// animate the map...
mapViewer.updateAnimBlocks();
// ...and draw it in the buffer
/*
he probado tanto con:
Graphics2D gfx = (Graphics2D)doubleBuffer.getGraphics();
y con:
gfx.drawImage(FuncionesHeroe.getHeroe().imagen(),50,50,null);
*/
Graphics2D gfx = (Graphics2D)doubleBuffer.getGraphics();
//gfx.drawImage(FuncionesHeroe.getHeroe().imagen(),50,50,null);
layerViewer.draw(gfx, false);
gfx.setColor(Color.RED);
gfx.drawString("X: " + layerViewer.getPixelX() + " Y: " + layerViewer.getPixelY(), 10, 40);
gfx.dispose();
// render the buffer to the screen
super.repaint();
// rest for the remainder of the jiffy
long timeTaken = System.currentTimeMillis() - startTime;
if (timeTaken < refreshRate) {
try {
// Sleep little one, sleep!
Thread.sleep(refreshRate - timeTaken);
} catch (InterruptedException ie) { /**/ }
} else {
// give other threads a chance to catch up
Thread.yield();
}
}
}
public void paint(Graphics g) {
if (doubleBuffer != null) {
// take into account the window border
Insets insets = super.getInsets();
g.drawImage(doubleBuffer, insets.left, insets.top, null);
FuncionesHeroe.getHeroe().draw(g);
//devuelve el Heroe (Sprite) y llama a su metodo
}
}
public void update(Graphics g) {
// this prevents the screen being white-washed
paint(g);
}
}
y el meto draw del sprite es el siguiente:
Código:
public void draw(Graphics g) {
g.drawImage(((Image)vSprites.get(frame)),posx,posy,null);
}
Si alguien tiene una pequeña idea de como solucionar esto me seria de gran ayuda.
Gracias,
Dani. |