我一直在尝试覆盖并使用paint组件方法,而不是paint方法,因为我看到多个问题都建议这样做。
我查看了许多问题,但仍然无法使其正常工作。我正在发布用于呈现屏幕的原始代码片段。我认为扩展JFrame不是正确的方法,而是需要扩展JPanel,并从那里使用paint组件。我有另一个对象,在那里我实际上扩展了JPanel,并添加了JFrame(用于呈现)。
这是我用来呈现的对象,顺便说一句,覆盖paint方法可以完美地工作。
package render;
import java.util.Arrays;
import javax.swing.*;
import java.awt.*; //Graphics, Graphics2D, Image
import sprites.Picture;
public class Window extends JFrame{
private static final long serialVersionUID = 1L;
public static Picture[] image_list = new Picture[0]; // All the images I want to render
private static String win_title = "Window"; // The name of the window
private static CustomComponents cc = new CustomComponents();
public Window(){
setTitle(win_title); // set my title
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // close when you hit x button
setUndecorated(true); // window has nothing on it
}
// paints all the images in image list according to their priority
public void display(){
add(cc);
CustomComponents.updateImageList(image_list);
pack();
setMinimumSize(getSize());
setLocationRelativeTo(null); // puts the screen in the middle
setResizable(false); // can't resize the window
setVisible(true); // to see the window
}
public double[] getWinSize(){
double[] size = {this.getSize().getWidth(),this.getSize().getWidth()};
return size;
}
public static void endAll(){
for (Picture i:image_list){
i = null;
}
image_list = new Picture[0];
CustomComponents.updateImageList(image_list);
}
// close the window (seen in the game object)
public static void close(){
System.exit(0);
}
// called when adding a new sprite to the image_list array
public static void addPicture(Picture element){
Picture[] result = Arrays.copyOf(image_list, image_list.length +1); // does the same thing as the addObject method in objects
result[image_list.length] = element;
image_list = result;
Arrays.sort(image_list);
CustomComponents.updateImageList(image_list);
}
// updates the screen... Just repaints everything
public void update() {
cc.repaint();
}
}
class CustomComponents extends JComponent {
private static final long serialVersionUID = 1L;
private static Picture[] image_list;
public static void updateImageList(Picture[] image_list){
CustomComponents.image_list = image_list;
}
@Override
public Dimension getMinimumSize() {
return new Dimension(640,360);
}
@Override
public Dimension getPreferredSize() {
return new Dimension(640,360);
}
@Override
public Dimension getMaximumSize() {
return new Dimension(640,360);
}
@Override
public void paintComponent(Graphics graphics) {
super.paintComponent(graphics);
Graphics2D g2d = (Graphics2D) graphics;
for (Picture i:image_list){
if (i.getVisibility()){
g2d.drawImage(i.getPic(), i.getXY()[0], i.getXY()[1], this);
}
}
Toolkit.getDefaultToolkit().sync(); // this is for linux machines
graphics.dispose(); // just good programming practice to collect the garbage
}
}
我会把实际向窗口添加对象的代码贴出来,但是现在它太复杂了,而且只有一些事情发生。在构造函数中,我先向上添加JFrame窗口,然后使用计时器调用JFrame对象的更新方法。
如果您们确实需要代码,我可以贴出来,但是希望这已经足够了。
public void paintComponent(Graphics graphics) {
改为@Override public void paintComponent(Graphics graphics) {
,这样在编译时会有明确的输出。每当重写方法时使用它来检查签名和方法是否存在。 ;) - Andrew Thompson