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众所周知,Java应用的运行速度虽然不慢,却也谈不上快,以最新的JRE1.6表现来说,至多也就是优胜于一些纯粹的解释型语言,距离C/C++等编译型的执行效率还有一定差距。
平心而论,如果我们使用Java去制作一些简单的桌面应用,那么目前Java组件的绘图速度勉强还能接受;但如果用Java来进行游戏开发,尤其是制作一些需要高FPS才能满足的动态效果,就必须利用技术手段对其加以优化,解决其绘图效率问题,其它才有的谈。
什么是FPS?
这里所说的FPS,并非指射击游戏,而是指俗称的“帧率”(Frames per Second,缩写:FPS)或“赫兹”(Hz)。笔者在以前的博文中曾给出过专门的解释及Java实现示例,此处不再赘述。
受到人类眼球的生理结构制约,通常情况下只要我们所见画面高于每秒16帧,就会认为画面是连贯的,生物学上称此现象为视觉暂留,这也就是为什么电影胶片是一格一格拍摄出来,然而我们却认为它是连续的一段。当然,所谓的16帧也只是一个中值,并非放之四海而皆准,根据具体视觉对象不同,帧率的具体标准会有所变化。在最坏情况下,动画不低于每秒12帧,现代电影不低于24帧,动作游戏不低于30帧,在人眼中的画面才是连续不间断的。
总之,FPS数值越高则画面流畅度便越高,越低则越显停滞,要提高Java游戏运行效率,那么焦点就必然要集中在如何提高程序的FPS之上。
我们该从什么地方入手,才能提高FPS?
Java绘图最终要通过native,这是地球人都知道的事情。这意味着除非我们学习SWT重写本地图形接口,否则显示部分我们无法干涉;这样便决定了我们对FPS的优化必然要集中在本地图形系统调用之前,而非之后。也就是说,提高Java应用的FPS,还要老生常谈的从Image与Graphics及其相关子类入手。
那么,对这些尽人皆知的Java绘图组件,我们究竟能改进那些部分呢?
我在不久前发布的博文《Java游戏开发中应始终坚持的10项基本原则》中,曾经就如何构建一个高效的Java游戏发表过一些见解,其中第7点“始终双缓冲游戏图像”,它不但是解决Java图像闪烁问题的关键所在,而且同样是提高Java游戏帧率的制胜法宝之一。是的,Java绘图机能的优化与改进,关键就在于如何对其缓冲区域进行优化处理。
下面,我将展示三种不同的Java缓冲绘图方式。
1、采用BufferedImage对象进行缓冲
这种方法是最简单,同时也是最常用的双缓冲构建方式,也就是构建一个BufferedImage缓冲当前绘图,所有Graphics操作在其上进行,仅在需要时才将贴图paint于窗体之上,使用上再简单不过,但效率如何呢?文章进行到此处时尚不得而知。
2、采用BufferStrategy构建缓冲区
使用BufferStrategy构建缓冲能够获得系统所提供的硬件加速,Java系统会根据本地环境选择最适合的BufferStrategy。要创建 BufferStrategy ,需要使用 createBufferStrategy() 方法告诉系统你所期望的缓冲区数目(通常使用双缓冲,也就是填入“2”),并使用 getDrawGraphics() 方法在缓冲区之间进行交换,该方法返回下一个要使用的缓冲区。BufferStrategy最大的缺点与优点都在于其受本地图形环境影响,既不会出现很快的图形环境跑出很慢的FPS,也别指望很慢的图形环境跑出很快的FPS。
3、完全在BufferedImage的DataBuffer中进行图像处理
每个BufferedImage都有一个与之对应得WritableRaster对象(getRaster方法获得),通过它我们获得指定BufferedImage的DataBuffer(getDataBuffer方法获得),与方法1类似,我们同样构建一个BufferedImage缓冲当前所有绘图,所有操作都在其上进行,仅在需要时才将贴图paint于窗体之上。但区别在于,由于DataBuffer可以转化为描述BufferedImage象素点的int[],byte[]或short[]等数组集合,因此我们不再使用Java提供的Graphics对象,而是直接操作像素点进行所有绘图的实现。但是,这样进行数组操作会快吗?
现在我们为其各自构建三个示例,尽量以比较趋同的处理流程构建,分别测算三种方法的具体效率。
(PS:写完才突然想起,这台2002年买的电脑实在不适合测试FPS(-_-|||),较新机型的FPS至少能达到此测试结果的2倍以上,特此声明……)
(PS:以下图像素材源自成都汉森信息技术有限公司首页,特此声明)
以下开始将分别对三种方法分别进行绘制1名角色、绘制100名角色、绘制1000名角色的简单FPS绘图效率测算。
一、采用BufferedImage对象进行缓冲
代码如下:
1、DoubleBufferGameFrame.Java
public DoubleBufferGameFrame() {
super("AWT标准Graphics2D使用测试");
this.setPreferredSize(new Dimension(width + 5, height + 25));
this.requestFocus();
this.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
canvas = new DoubleBufferCanvas();
this.add(canvas);
this.pack();
this.setResizable(false);
this.setLocationRelativeTo(null);
this.setIgnoreRepaint(true);
Thread thread = new Thread(this);
thread.start();
}
public class DoubleBufferCanvas extends Canvas {
/**
*
*/
private static final long serialVersionUID = 1L;
private boolean isFPS = true;
private boolean initFlag;
private int frames = 0;
private long totalTime = 0;
private long curTime = System.currentTimeMillis();
private long lastTime = curTime;
private Random rand = new Random();
private int fps;
private Image backImage = ImageUtils.loadImage("back.gif");
private Image hero_idle_0 = ImageUtils.loadImage("idle0_0.png",true);
private BufferedImage bufferImage;
private Graphics2D graphics2D;
public DoubleBufferCanvas() {
}
public void update(Graphics g) {
paint(g);
}
public void paint(Graphics g) {
if (initFlag) {
graphics2D.drawImage(backImage, 0, 0, null);
for (int i = 0; i < 1000; ++i) {
int x = rand.nextInt(480);
int y = rand.nextInt(360);
graphics2D.drawImage(hero_idle_0, x-100, y-100, null);
}
graphics2D.drawString(("当前FPS:" + fps).intern(), 15, 15);
g.drawImage(bufferImage, 0, 0, null);
g.dispose();
}
}
private synchronized void initializtion() {
bufferImage = ImageUtils.createImage(getWidth(), getHeight(), true);
graphics2D = bufferImage.createGraphics();
initFlag = true;
}
public synchronized void drawScreen() {
getGraphics2D();
repaint();
if (isFPS) {
lastTime = curTime;
curTime = System.currentTimeMillis();
totalTime += curTime - lastTime;
if (totalTime > 1000) {
totalTime -= 1000;
fps = frames;
frames = 0;
}
++frames;
}
Thread.yield();
}
public synchronized Graphics2D getGraphics2D() {
if (!initFlag) {
initializtion();
}
return graphics2D;
} }
二、采用BufferStrategy构建缓冲区(双缓冲)
1、 BufferStrategyGameFrame.java
package test1;
import java.awt.Dimension;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
/**
* @author chenpeng
* @email:ceponline@yahoo.com.cn
*/
public class BufferStrategyGameFrame extends Frame implements Runnable {
/**
*
*/
private static final long serialVersionUID = 1L;
private BufferStrategyCanvas canvas = null;
private int width = 480;
private int height = 360;
public BufferStrategyGameFrame() {
super("AWT标准Graphics2D(BufferStrategy)使用测试");
this.setPreferredSize(new Dimension(width + 5, height + 25));
this.requestFocus();
this.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
canvas = new BufferStrategyCanvas();
this.add(canvas);
this.pack();
this.setResizable(false);
this.setLocationRelativeTo(null);
this.setIgnoreRepaint(true);
Thread thread = new Thread(this);
thread.start();
}
public void run() {
for (;;) {
canvas.drawScreen();
}
}
public static void main(String[] args) {
BufferStrategyGameFrame frm = new BufferStrategyGameFrame();
frm.setVisible(true);
}
}
2、 BufferStrategyCanvas.java
package test1;
import java.awt.Canvas;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Image;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.util.Random;
public class BufferStrategyCanvas extends Canvas {
/**
*
*/
private static final long serialVersionUID = 1L;
private boolean isFPS = true;
private boolean initFlag;
private int frames = 0;
private long totalTime = 0;
private long curTime = System.currentTimeMillis();
private long lastTime = curTime;
private Random rand = new Random();
private int fps;
private Image backImage = ImageUtils.loadImage("back.gif");
private Image hero_idle_0 = ImageUtils.loadImage("idle0_0.png", true);
private BufferedImage screenImage;
final static GraphicsEnvironment environment = GraphicsEnvironment
.getLocalGraphicsEnvironment();
final static GraphicsDevice graphicsDevice = environment
.getDefaultScreenDevice();
final static GraphicsConfiguration graphicsConfiguration = graphicsDevice
.getDefaultConfiguration();
private Graphics canvasGraphics = null;
private BufferStrategy bufferImage;
private Graphics2D graphics2d;
public BufferStrategyCanvas() {
}
public void createBufferGraphics() {
createBufferStrategy(2);
bufferImage = getBufferStrategy();
screenImage = graphicsConfiguration.createCompatibleImage(getWid th(),
getHeight());
graphics2d = screenImage.createGraphics();
}
public synchronized void paintScreen() {
if (initFlag) {
graphics2d.drawImage(backImage, 0, 0, null);
for (int i = 0; i < 1000; ++i) {
int x = rand.nextInt(480);
int y = rand.nextInt(360);
graphics2d.drawImage(hero_idle_0, x - 100, y - 100, null);
}
graphics2d.drawString(("当前FPS:" + fps).intern(), 15, 15);
canvasGraphics = bufferImage.getDrawGraphics();
canvasGraphics.drawImage(screenImage, 0, 0, null);
bufferImage.show();
canvasGraphics.dispose();
}
}
private synchronized void initializtion() {
createBufferGraphics();
initFlag = true;
}
public synchronized void drawScreen() {
loadGraphics();
paintScreen();
if (isFPS) {
lastTime = curTime;
curTime = System.currentTimeMillis();
totalTime += curTime - lastTime;
if (totalTime > 1000) {
totalTime -= 1000;
fps = frames;
frames = 0;
}
++frames;
}
Thread.yield();
}
public synchronized Graphics2D loadGraphics() {
if (!initFlag) {
initializtion();
}
return graphics2d;
} }
场景图1、角色图1000、 FPS 3 - 6
三、完全在BufferedImage的DataBuffer中进行图像处理
实际上在Java网游海盗时代、Java网游暗影世界等网络游戏、还有netbaens以及其它种种不算慢的Java应用中,都存在大量使用DataBuffer进行的图像渲染;但在使用方式上,却只有暗影使用的JGnet引擎与常用的Image与Graphics搭配模式较为接近,所以此示例使用了JGnet的部分代码构建。
(PS:实际上汉森的JGnet客户端引擎目前并未开源,此部分代码得自其主页homepage.jar的反编译,是前天我看csdn的CTO栏目专访汉森老总后去其首页发现的;视频中说JGnet有部分代码准备开源,我估计应该是homepage.jar里这部分,因为没有混淆且功能较少,其网站地址http://www.handseeing.com,纯Applet站点)。
为给不愿反编译的看客提供方便,这里我稍微对JGnet进行一点分析(homepage.jar中的那部分)。
就代码来看,JGnet中所有UI继承自GUIWidget(GUIWidget继承自Container),所有JGnet产生的GUI组件也都应当继承它。JGnet提供了一个GUIRoot为底层面板,饰品货架,所有GUIWidget衍生组件都应附着于GUIRoot之上,另外该引擎提供有AbstractGameClient、ClientContext接口及相关实现用以调度相关组件,JGnet的GUIRoot载体可以使用Applet或者Frame。
JGnet中大部分资源采用zip打包,当然也可以读取单图,JGnet资源加载依赖于其提供的ImageFactory类,ImageFactory的操作可分为如下两步:
第一步是addArchive,进行此步骤时指定的zip资源会被加载,其后将read图像资源为ShortBufferImage,再根据zip中该资源对应路径缓存到daff.utill包自备的HashMap中。
第二步是getImage,即获得指定路径的ShortBufferImage对象,此步骤以缓存优先,如果获得失败会尝试调用loadImage方法再次加载,并缓存到daff包自备的HashMap对象中。其中loadImage方法会根据后缀判定加载的资源类型,其中jpg、gif或者png后缀文件会调用daff包中提供的AwtImageLoader类转化为ShortBufferImage,而非此后缀文件会直接按照ShortBufferImage格式进行加载。
JGnet的图像绘制主要使用其内部提供的ShortBufferImage及ShortBufferGraphics以及相关衍生类。ShortBufferImage是一个抽象类,没有父类,所有JGnet中图形资源都将表现为ShortBufferImage,绘制ShortBufferImage需要使用daff.gui包提供的专用画布ShortBufferGraphics,实际上ShortBufferGraphics是一个针对于ShortBufferImage的象素渲染器,内部以short数组形式保存有一个空白BufferedImage的DataBuffer,所有绘制基于其上。
同大多数网游一样,JGnet中大量使用自定义图形格式(后缀.img),其解释与转化通过CompressedImage类得以完成,由于自定义格式通常能更简洁的声明图像中各元素关系,所以JGnet处理其自定义格式资源会比加载普通图像资源更快。
JGnet会根据环境的不同会采用MsJvmGraphics或SunJvmGraphics两套绘图组件(皆继承自ShortBufferGraphics),据此我们可以初步断定其运行环境上兼容微软jvm,也就是最低可运行于JRE1.1之上。
讲解结束,下面我以JGnet进行针对DataBuffer进行渲染的FPS测试(对其某些细节进行了使用习惯上的扩展)。
private int width = 480;
private int height = 360;
public DataBufferGameFrame() {
super("JGnet中ShortBufferGraphics使用测试");
this.setPreferredSize(new Dimension(width + 5, height + 25));
this.requestFocus();
this.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
canvas = new DataBufferCanvas();
this.add(canvas);
this.pack();
this.setResizable(false);
this.setLocationRelativeTo(null);
this.setIgnoreRepaint(true);
Thread thread = new Thread(this);
thread.start();
}
private boolean isFPS = true;
private ShortBufferGraphics shortBufferGraphics;
private MyColor color = new MyColor(255, 255, 255);
private ShortBufferFont font;
private boolean initFlag;
private static ImageFactory factory = new ImageFactory(20);
private int frames = 0;
private long totalTime = 0;
private long curTime = System.currentTimeMillis();
private long lastTime = curTime;
private Random rand = new Random();
private int fps;
public void paint(Graphics g) {
if (initFlag) {
shortBufferGraphics.drawImage(backImage, 0, 0);
for (int i = 0; i < 1000; ++i) {
int x = rand.nextInt(480);
int y = rand.nextInt(360);
shortBufferGraphics.drawImage(hero_idle_0, x - 100, y - 100);
}
shortBufferGraphics.drawString(font, color, ("当前FPS:" + fps)
.intern(), 15, 15);
shortBufferGraphics.drawTo(g, 0, 0);
g.dispose();
}
}
public synchronized void drawScreen() {
loadGraphics().reset();
repaint();
if (isFPS) {
lastTime = curTime;
curTime = System.currentTimeMillis();
totalTime += curTime - lastTime;
if (totalTime > 1000) {
totalTime -= 1000;
fps = frames;
frames = 0;
}
++frames;
}
Thread.yield();
}
通过简单比较后我们可以发现,Graphics绘图无论在直接BufferedImage双缓冲或者利用BufferStrategy以换取硬件加速的前提下,都无法与使用DataBuffer直接进行像素绘图的ShortBufferGraphics相比,BufferStrategy在绘制千人时更出现了令笔者整个人都斯巴达了的4帧|||,即使在测试中笔者改BufferedImage为VolatileImage也收效甚微,在配置较高的微机上应当会有些许改善,但用户使用机型却并非我们所能控制的。
由于JGnet中直接获得图像DataBuffer的short[]形式,并以此进行图像绘制,所以ShortBufferImage及ShortBufferGraphics称得上是一组先天的Java图形缓冲对象,就效率上讲,使用ShortBufferGraphics绘图获得的FPS明显高于使用Graphics2D绘图,这是数组操作先天性的效率优势所决定的。但缺点在于,ShortBufferImage及ShortBufferGraphics其并非直接继承自Image与Graphics,两者间函数不能完全对应,有些常用方法尚待实现,很多常用方法尚需ShortBufferGraphics使用者自行解决。
单就效率而言,应该说采取DataBuffer进行缓冲绘图明显优于单纯利用BufferStrategy或者BufferedImage获得Graphics后进行绘图。
总体上看,如果我们追求最高FPS,则使用BufferedImage产生DataBuffer进行象素处理最为高效的,与方法二混用后效率还将更高,但遗憾的是目前缺少相关开源组件,可用资源上略显不足,有待相关公司或者个人提供,另外我们也可以考虑功能混用,即主体部分使用DataBuffer渲染,未实现部分以Graphics补足,但这肯定会对运行效率产生影响。
由于JGnet目前属于闭源项目,所以我无法公开其任何代码实现。为此我自制了一个非常简单的DataBuffer中图像处理类SimpleIntBufferImage,以供各位看客参考。
package test1;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import java.awt.image.PixelGrabber;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
/**
* Copyright 2008 - 2009
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*
* @project loonframework
* @author chenpeng
* @email:ceponline@yahoo.com.cn
* @version 0.1
*/
publicclass SimpleIntBufferImage {
private BufferedImage bufferImage;
privateint width;
privateint height;
finalprivateint[] pixels;
finalprivateint[] clear;
public SimpleIntBufferImage(final String fileName) {
try {
BufferedImage tmpImage = ImageIO.read(new File(fileName));
width = tmpImage.getWidth(null);
height = tmpImage.getHeight(null);
clear = newint[width * height];
bufferImage = new BufferedImage(width, height,
BufferedImage.TYPE_INT_ARGB);
pixels = ((DataBufferInt) bufferImage.getRaster().getDataBuffer())
.getData();
PixelGrabber pgr = new PixelGrabber(tmpImage, 0, 0, width, height,
pixels, 0, width);
try {
pgr.grabPixels();
} catch (InterruptedException ex) {
}
} catch (IOException ex) {
thrownew RuntimeException(ex);
}
}
/**
* 清空pixels数据
*
*/
publicvoid clearImage() {
System.arraycopy(clear, 0, pixels, 0, clear.length);
}
/**
* 删除指定颜色
*
* @param rgbs
*/
publicvoid clearRGBs(finalint[] rgbs) {
for (int i = 0; i < pixels.length; i++) {
int npixel = (255 << 24) + (rgbs[0] << 16) + (rgbs[1] << 8)
+ rgbs[2];
if (pixels[i] == npixel) {
pixels[i] = 0;
}
}
}
/**
* 转换当前贴图为灰白位图
*
*/
publicvoid convertToGray() {
for (int i = 0; i < pixels.length; i++) {
pixels[i] = colorToGray(pixels[i]);
}
}
/**
* 转换当前贴图为异色(反色)位图
*
*/
publicvoid convertToXor() {
for (int i = 0; i < pixels.length; i++) {
pixels[i] = colorToXor(pixels[i]);
}
}
/**
* 获得r,g,b
*
* @param pixel
* @return
*/
privateint[] getRGBs(finalint pixel) {
int[] rgbs = newint[3];
rgbs[0] = (pixel >> 16) & 0xff;
rgbs[1] = (pixel >> 8) & 0xff;
rgbs[2] = (pixel) & 0xff;
return rgbs;
}
/**
* 转换指定像素为灰白
*
* @param pixel
* @return
*/
privateint colorToGray(finalint pixel) {
int[] rgbs = getRGBs(pixel);
int value = (int) (0.299 * rgbs[0] + 0.587 * rgbs[1] + 0.114 * rgbs[2]);
int npixel = (255 << 24) + (value << 16) + (value << 8) + value;
return npixel;
}
/**
* 异或指定像素
*
* @param pixel
* @return
*/
privateint colorToXor(finalint pixel) {
int[] rgbs = getRGBs(pixel);
int r = rgbs[0] ^ 0xff;
int g = rgbs[1] ^ 0xff;
int b = rgbs[2] ^ 0xff;
int npixel = (255 << 24) + (r << 16) + (g << 8) + b;
return npixel;
}
/**
* copy指定贴图于本身位图之上
*
* @param simpleImage
* @param left
* @param top
*/
publicvoid copyImage(final SimpleIntBufferImage simpleImage,
finalint left, finalint top) {
int[] src = simpleImage.getPixels();
int srcWidth = simpleImage.getWidth();
int srcHeight = simpleImage.getHeight();
for (int x = 0, x1 = left; x < srcWidth && x < width && x1 < width; x++, x1++) {
for (int y = 0, y1 = top; y < srcHeight && x < height
&& y1 < height; y++, y1++) {
int npixels = src[x + y * srcWidth];
if (npixels != -16777216) {
pixels[x1 + y1 * width] = npixels;
}
}
}
}
/**
* 截取指定范围内像素点数组
*
* @param x
* @param y
* @param w
* @param h
* @return
*/
publicint[] getSubPixels(finalint x, finalint y, finalint w, finalint h) {
int[] pixels = newint[2 + w * h];
pixels[0] = w;
pixels[1] = h;
if (pixels == null) {
returnnull;
}
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
pixels[2 + x + j + (y + i) * w] = getPixel(x + j, y + i);
}
}
return pixels;
}
/**
* 截取指定范围内像素点
*
* @param x
* @param y
* @return
*/
publicint getPixel(finalint x, finalint y) {
return pixels[x + y * width];
}
publicint[] getPixels() {
return pixels;
}
public BufferedImage getBufferedImage() {
return bufferImage;
}
publicint getHeight() {
return height;
}
publicvoid setHeight(int height) {
this.height = height;
}
publicint getWidth() {
return width;
}
publicvoid setWidth(int width) {
this.width = width;
}
}
package test1;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
/**
*
* Copyright 2008 - 2009
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*
* @project loonframework
* @author chenpeng
* @email:ceponline@yahoo.com.cn
* @version 0.1
*/
publicclass Sample extends Frame implements Runnable{
/**
*
*/
privatestaticfinallong serialVersionUID = 1L;
private SimpleIntBufferImage simple1 = new SimpleIntBufferImage("back.gif");
private SimpleIntBufferImage simple2 = new SimpleIntBufferImage(
"idle0_0.png");
privateint width = 480;
privateint height = 360;
public Sample() {
super("自制SimpleIntBufferImage示例");
this.setBackground(Color.black);
simple1.convertToXor();
simple1.convertToXor();
this.setPreferredSize(new Dimension(width, height));
this.requestFocus();
this.addWindowListener(new WindowAdapter() {
publicvoid windowClosing(WindowEvent e) {
System.exit(0);
}
});
this.pack();
this.setResizable(false);
this.setLocationRelativeTo(null);
this.setIgnoreRepaint(true);
Thread thread = new Thread(this);
thread.start();
}
publicvoid run() {
for(;;){
repaint();
try {
Thread.sleep(20L);
} catch (InterruptedException e) {
}
}
}
publicvoid update(Graphics g) {
paint(g);
}
publicvoid paint(Graphics g) {
simple1.copyImage(simple2,15,50);
g.drawImage(simple1.getBufferedImage(), 0, 0, null);
}
publicstaticvoid main(String[] args) {
Sample frm = new Sample();
frm.setVisible(true);
}
}
本文出自“Java究竟怎么玩” 博客,请务必保留此出处http://cping1982.blog.51cto.com/601635/145872