褪色算法不起作用?
Color Fading Algorithm not working?
我正在尝试在两种颜色和一个计时器之间创建一个 fading/transitioning 颜色算法;计时器将决定颜色之间交换的速度。唯一的问题是:我添加的渐变过渡对象越多,它们都进行得越快。例如:如果我添加一个 StandardFade(class)对象,它将 运行 在我给它的计时器(alpha,在代码中)。但是,如果屏幕上出现更多 'fade' 的对象,则计时器不再相关,它们都以相同的速度运行,每个对象的速度越来越快。谁能解释一下为什么?
//Test Game Class, Implements the StandardFades
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferStrategy;
public class TestGame extends Canvas implements Runnable{
private static final long serialVersionUID = -7267473597604645224L;
private Thread thread;
private boolean running = false;
private boolean consoleFPS = true;
private boolean titleFPS = true;
private TestWindow window;
//Fade objects, two is for a really long timer to test to see if they would transition at different times
StandardFade one = new StandardFade(Color.RED,Color.BLUE,.005);
StandardFade two = new StandardFade(Color.RED,Color.GREEN,.00000000000000001);
StandardFade three = new StandardFade(Color.RED,Color.YELLOW,.000005);
private int currentFPS;
private int frames;
public int levelNum;
public TestGame(int width, int height, String title){
this.window = new TestWindow(width,height, title, this);
this.initFades();
this.start();
}
private synchronized void start(){
if(running)
return;
else{
this.thread = new Thread(this);
this.thread.start();
this.running = true;
}
}
private synchronized void stop(){
if(!this.running)
return;
else{
try{
this.thread.join();
}catch(InterruptedException e){
e.printStackTrace();
}
this.running = false;
System.exit(0);
}
}
/**
* This game loop was provided by online sources, though there are many examples
* of a game loop online.
*
* @author RealTutsGML
*/
public void run() {
requestFocus(); //Focuses the click/input on the frame/canvas.
long lastTime = System.nanoTime(); //The current system's nanotime.
double ns = 1000000000.0 / 60.0; //Retrieves how many nano-seconds are currently in one tick/update.
double delta = 0; //How many unprocessed nanoseconds have gone by so far.
long timer = System.currentTimeMillis();
int frames = 0; //The frames per second.
int updates = 0; //The updates per second.
while (running) {
boolean renderable = false; //Determines if the game should render the actual graphics.
long now = System.nanoTime();//At this point, the current system's nanotime once again.
delta += (now - lastTime) / ns;
lastTime = now;
//If the amount of unprocessed ticks is or goes above one...
//Also determines if the game should update or not/render. Approximately sixty frames per second.
while (delta >= 1) {
tick();
delta--;
updates++;
renderable = true;
}
if(renderable){
frames++;
render();
}
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(frames);
updates = 0;
frames = 0;
}
}
this.stop();
}
/**
* This method should tick everything that needs to be updated via positioning,
* mouse input, etc.
*/
private void tick(){
/********************PUT ALL TICKABLE METHODS IN THIS METHOD; ALL CALCULATIONS, EVERYTHING*********************/
//this.stdFadeHandler.get(0).tick();
//this.stdFadeHandler.tick();
one.tick();
two.tick();
three.tick();
/**********************************END OF TICK METHOD INFORMATION AND METHODS******************************/
}
private void render(){
BufferStrategy bs = this.getBufferStrategy();
if(bs == null){
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLACK);
g2.fillRect(0, 0, window.getWidth(), window.getHeight());
/*******************PLACE ALL DRAWING INSTRUCTIONS WITHIN THIS SECTION OF THE RENDER METHOD*************************/
g2.setColor(one.getColor());
g2.fillRect(20, 20, 200, 200);
g2.setColor(two.getColor());
g2.fillRect(20, 300, 200, 200);
g2.setColor(three.getColor());
g2.fillRect(20, 540, 200, 200);
//this.stdFadeHandler
/*******************DO NOT PLACE ANY MORE DRAWING INSTRUCTIONS WITHIN THIS SECTION OF THE RENDER METHOD***************/
g.dispose();
g2.dispose();
bs.show();
}
private void initFades(){
}
public static void main(String[] args){
TestGame stdGame = new TestGame(800,800,"Test Standard Game");
}
下面是制作帧的实际 class:StandardFade
import java.awt.Color;
import java.awt.Graphics2D;
public class StandardFade {
private static float time = 0;
private static boolean firstColor = true;
private Color color1;
private Color color2;
private double alpha;
private Color fadeColor;
/**
* Lines that implement the
* r,g and b values come from Princeton University; I will author
* them in at the bottom.
*
* Method takes two parameters and fades them into one another according to a
* timer/clock value: alpha.
* @param c1 First color to be used.
* @param c2 Second color to be used.
* @param alpha How fast colors should shift. 0 <= n <= 1.
* Closer value is to zero, the longer it will take to shift.
* ***Important note about alpha: for non-seizure inducing colors, alpha <= .0005***
*
* The issue that is occurring is that, no matter what I do, no matter if I make
* different StandardFade objects and assign them, they will always render at the
* same rate, and faster and faster, depending on how many objects are fading.
*
* @return new Color based on r, g, and b values calculated.
*
* @author (Only code utilized was lines 58-60):
* http://introcs.cs.princeton.edu/java/31datatype/Fade.java.html
*/
public StandardFade(Color c1, Color c2, double alpha){
this.color1 = c1;
this.color2 = c2;
this.alpha = alpha;
}
public void tick() {
if(time <= 1f && firstColor){
time += alpha;
}
else{
firstColor = false;
}
if(time >= 0f && !firstColor)
time -= alpha;
else{
firstColor = true;
}
//System.out.println(time);
short r = (short) (time * color2.getRed() + (1 - time) * color1.getRed());
short g = (short) (time * color2.getGreen() + (1 - time) * color1.getGreen());
short b = (short) (time * color2.getBlue() + (1 - time) * color1.getBlue());
if(r > 255) r = 255;
if(g > 255) g = 255;
if(b > 255) b = 255;
if(r < 0) r = 0;
if(g < 0) g = 0;
if(b < 0) b = 0;
this.fadeColor = new Color(r, g, b);
}
public Color getColor(){
return this.fadeColor;
}
The only problem is: the more fading transition objects I add in, the faster they all go
private static float time = 0;
您暂时使用的是静态变量。此变量由 ColorFade class 的所有实例共享。所以每个衰落的对象更新相同的变量。
不要使用静态变量(只需去掉 static 关键字)。每个褪色对象都需要自己的 "time" 变量。
private float time = 0;
我也质疑 firstColor 变量是否应该是静态的。
要处理的代码相当多(尝试在未来尽可能减少问题),但根据您对问题的描述 - 您拥有的对象越多,速度就会越快 - 我猜你的问题是这一行:
private static float time = 0;
我假设您知道静态字段在 class 个实例之间共享。它们并不各自存储自己单独的值。
这会导致问题,因为每次调用 tick
方法时每个实例都会增加时间值。当只有一个实例时还好,但是当有更多实例时就有问题了。
只需删除 static
关键字,它应该可以正常工作:
private float time = 0;
我正在尝试在两种颜色和一个计时器之间创建一个 fading/transitioning 颜色算法;计时器将决定颜色之间交换的速度。唯一的问题是:我添加的渐变过渡对象越多,它们都进行得越快。例如:如果我添加一个 StandardFade(class)对象,它将 运行 在我给它的计时器(alpha,在代码中)。但是,如果屏幕上出现更多 'fade' 的对象,则计时器不再相关,它们都以相同的速度运行,每个对象的速度越来越快。谁能解释一下为什么?
//Test Game Class, Implements the StandardFades
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferStrategy;
public class TestGame extends Canvas implements Runnable{
private static final long serialVersionUID = -7267473597604645224L;
private Thread thread;
private boolean running = false;
private boolean consoleFPS = true;
private boolean titleFPS = true;
private TestWindow window;
//Fade objects, two is for a really long timer to test to see if they would transition at different times
StandardFade one = new StandardFade(Color.RED,Color.BLUE,.005);
StandardFade two = new StandardFade(Color.RED,Color.GREEN,.00000000000000001);
StandardFade three = new StandardFade(Color.RED,Color.YELLOW,.000005);
private int currentFPS;
private int frames;
public int levelNum;
public TestGame(int width, int height, String title){
this.window = new TestWindow(width,height, title, this);
this.initFades();
this.start();
}
private synchronized void start(){
if(running)
return;
else{
this.thread = new Thread(this);
this.thread.start();
this.running = true;
}
}
private synchronized void stop(){
if(!this.running)
return;
else{
try{
this.thread.join();
}catch(InterruptedException e){
e.printStackTrace();
}
this.running = false;
System.exit(0);
}
}
/**
* This game loop was provided by online sources, though there are many examples
* of a game loop online.
*
* @author RealTutsGML
*/
public void run() {
requestFocus(); //Focuses the click/input on the frame/canvas.
long lastTime = System.nanoTime(); //The current system's nanotime.
double ns = 1000000000.0 / 60.0; //Retrieves how many nano-seconds are currently in one tick/update.
double delta = 0; //How many unprocessed nanoseconds have gone by so far.
long timer = System.currentTimeMillis();
int frames = 0; //The frames per second.
int updates = 0; //The updates per second.
while (running) {
boolean renderable = false; //Determines if the game should render the actual graphics.
long now = System.nanoTime();//At this point, the current system's nanotime once again.
delta += (now - lastTime) / ns;
lastTime = now;
//If the amount of unprocessed ticks is or goes above one...
//Also determines if the game should update or not/render. Approximately sixty frames per second.
while (delta >= 1) {
tick();
delta--;
updates++;
renderable = true;
}
if(renderable){
frames++;
render();
}
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(frames);
updates = 0;
frames = 0;
}
}
this.stop();
}
/**
* This method should tick everything that needs to be updated via positioning,
* mouse input, etc.
*/
private void tick(){
/********************PUT ALL TICKABLE METHODS IN THIS METHOD; ALL CALCULATIONS, EVERYTHING*********************/
//this.stdFadeHandler.get(0).tick();
//this.stdFadeHandler.tick();
one.tick();
two.tick();
three.tick();
/**********************************END OF TICK METHOD INFORMATION AND METHODS******************************/
}
private void render(){
BufferStrategy bs = this.getBufferStrategy();
if(bs == null){
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLACK);
g2.fillRect(0, 0, window.getWidth(), window.getHeight());
/*******************PLACE ALL DRAWING INSTRUCTIONS WITHIN THIS SECTION OF THE RENDER METHOD*************************/
g2.setColor(one.getColor());
g2.fillRect(20, 20, 200, 200);
g2.setColor(two.getColor());
g2.fillRect(20, 300, 200, 200);
g2.setColor(three.getColor());
g2.fillRect(20, 540, 200, 200);
//this.stdFadeHandler
/*******************DO NOT PLACE ANY MORE DRAWING INSTRUCTIONS WITHIN THIS SECTION OF THE RENDER METHOD***************/
g.dispose();
g2.dispose();
bs.show();
}
private void initFades(){
}
public static void main(String[] args){
TestGame stdGame = new TestGame(800,800,"Test Standard Game");
}
下面是制作帧的实际 class:StandardFade
import java.awt.Color;
import java.awt.Graphics2D;
public class StandardFade {
private static float time = 0;
private static boolean firstColor = true;
private Color color1;
private Color color2;
private double alpha;
private Color fadeColor;
/**
* Lines that implement the
* r,g and b values come from Princeton University; I will author
* them in at the bottom.
*
* Method takes two parameters and fades them into one another according to a
* timer/clock value: alpha.
* @param c1 First color to be used.
* @param c2 Second color to be used.
* @param alpha How fast colors should shift. 0 <= n <= 1.
* Closer value is to zero, the longer it will take to shift.
* ***Important note about alpha: for non-seizure inducing colors, alpha <= .0005***
*
* The issue that is occurring is that, no matter what I do, no matter if I make
* different StandardFade objects and assign them, they will always render at the
* same rate, and faster and faster, depending on how many objects are fading.
*
* @return new Color based on r, g, and b values calculated.
*
* @author (Only code utilized was lines 58-60):
* http://introcs.cs.princeton.edu/java/31datatype/Fade.java.html
*/
public StandardFade(Color c1, Color c2, double alpha){
this.color1 = c1;
this.color2 = c2;
this.alpha = alpha;
}
public void tick() {
if(time <= 1f && firstColor){
time += alpha;
}
else{
firstColor = false;
}
if(time >= 0f && !firstColor)
time -= alpha;
else{
firstColor = true;
}
//System.out.println(time);
short r = (short) (time * color2.getRed() + (1 - time) * color1.getRed());
short g = (short) (time * color2.getGreen() + (1 - time) * color1.getGreen());
short b = (short) (time * color2.getBlue() + (1 - time) * color1.getBlue());
if(r > 255) r = 255;
if(g > 255) g = 255;
if(b > 255) b = 255;
if(r < 0) r = 0;
if(g < 0) g = 0;
if(b < 0) b = 0;
this.fadeColor = new Color(r, g, b);
}
public Color getColor(){
return this.fadeColor;
}
The only problem is: the more fading transition objects I add in, the faster they all go
private static float time = 0;
您暂时使用的是静态变量。此变量由 ColorFade class 的所有实例共享。所以每个衰落的对象更新相同的变量。
不要使用静态变量(只需去掉 static 关键字)。每个褪色对象都需要自己的 "time" 变量。
private float time = 0;
我也质疑 firstColor 变量是否应该是静态的。
要处理的代码相当多(尝试在未来尽可能减少问题),但根据您对问题的描述 - 您拥有的对象越多,速度就会越快 - 我猜你的问题是这一行:
private static float time = 0;
我假设您知道静态字段在 class 个实例之间共享。它们并不各自存储自己单独的值。
这会导致问题,因为每次调用 tick
方法时每个实例都会增加时间值。当只有一个实例时还好,但是当有更多实例时就有问题了。
只需删除 static
关键字,它应该可以正常工作:
private float time = 0;