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Antiguo 15/10/2010, 03:14
nosek159
 
Fecha de Ingreso: octubre-2008
Mensajes: 118
Antigüedad: 16 años, 1 mes
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.