Can someone tell me how can I slowdown the sprites appearance to create a more smooth animation? When I run the code it appears the last (27th) sprite in the JPanel. The animation processing is too fast!
Someone told me about Swing Timer, but unfortunately I tried several times with that and I couldn't put the code to run well :(
Here is the code that I have so far:
package sprites;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Sprites extends JFrame {
public static void main(String[] args) {
JFrame frm1 = new JFrame();
frm1.setSize(400, 400);
frm1.setLocationRelativeTo(null);
frm1.setResizable(false);
frm1.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Painel1 pn1 = new Painel1();
frm1.getContentPane().add(pn1);
frm1.setVisible(true);
}
}
class Painel1 extends JPanel {
BufferedImage img;
public Painel1() {
setBackground(Color.yellow);
try
{
img = ImageIO.read(new File("images/dummy.png"));
}
catch (IOException e)
{}
}
@Override
public void paintComponent(Graphics g) {
int[][] spriteSheetCoords = {{8, 10, 119, 129},
{138, 10, 118, 130},
{267, 10, 118, 132},
{402, 11, 113, 132},
{538, 12, 106, 134},
{671, 13, 103, 133},
{804, 12, 102, 132},
{23, 161, 100, 134},
{157, 162, 96, 134},
{287, 159, 95, 135},
{418, 158, 95, 133},
{545, 159, 99, 133},
{673, 159, 102, 134},
{798, 158, 108, 130},
{9, 309, 116, 126},
{137, 309, 118, 127},
{274, 310, 110, 128},
{412, 311, 102, 129},
{541, 312, 103, 130},
{671, 312, 104, 131},
{806, 312, 98, 132},
{29, 463, 94, 135},
{155, 462, 98, 135},
{279, 461, 104, 135},
{409, 461, 106, 135},
{536, 461, 109, 135},
{662, 461, 112, 133}};
Image subSprite;
for (int i = 0; i <= 26; i++) {
super.paintComponent(g);
subSprite = img.getSubimage(spriteSheetCoords[i][0], spriteSheetCoords[i][1], spriteSheetCoords[i][2], spriteSheetCoords[i][3]);
g.drawImage(subSprite, 140, 120, null);
}
}
}
It is suppose to create a loop from the 1st sprite to the last (the 27th) sprite.
First of all you have a lot of white spaces between each line, it makes it hard to read the code.
Yes, you could try using a Swing
Timer
, here is an example and another example and another example.You have an empty
catch
block which is not secure, at least do this:catch (IOException e){ e.printStackTrace(); }
You're not placing your program on the Event Dispatch Thread (EDT) to solve it just change your
main
method as follows:public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { @Override public void run() { //Your constructor here } }); }
You're extending
JFrame
but not making use of the frame generated by it, and at the same time you're creating an instance of aJFrame
, remove theextends JFrame
in your code. Related reading: Java Swing using extends JFrame vs calling it inside of classInstead of calling
frm1.setSize(400, 400);
override thePainel1
'sgetPreferredSize()
method to return a newDimension
of400, 400
and callfrm1.pack()
@Override public Dimension getPreferredSize() { return new Dimension(400, 400); }
The animation processing is too fast!
It's not the animation processing too fast, but the
for
loop prevents the GUI to be painted before it ends, that's why you're only seeing the last sprite being painted.
With all the above points in mind, you now can have your code as follows, which includes the use of a Swing Timer and the above recommendations already included:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class Sprites {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
JFrame frm1 = new JFrame();
Painel1 pn1 = new Painel1();
frm1.getContentPane().add(pn1);
frm1.pack();
frm1.setVisible(true);
frm1.setLocationRelativeTo(null);
frm1.setResizable(false);
frm1.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
});
}
}
class Painel1 extends JPanel {
int[][] spriteSheetCoords = { { 8, 10, 119, 129 }, { 138, 10, 118, 130 }, { 267, 10, 118, 132 },
{ 402, 11, 113, 132 }, { 538, 12, 106, 134 }, { 671, 13, 103, 133 }, { 804, 12, 102, 132 },
{ 23, 161, 100, 134 }, { 157, 162, 96, 134 }, { 287, 159, 95, 135 }, { 418, 158, 95, 133 },
{ 545, 159, 99, 133 }, { 673, 159, 102, 134 }, { 798, 158, 108, 130 }, { 9, 309, 116, 126 },
{ 137, 309, 118, 127 }, { 274, 310, 110, 128 }, { 412, 311, 102, 129 }, { 541, 312, 103, 130 },
{ 671, 312, 104, 131 }, { 806, 312, 98, 132 }, { 29, 463, 94, 135 }, { 155, 462, 98, 135 },
{ 279, 461, 104, 135 }, { 409, 461, 106, 135 }, { 536, 461, 109, 135 }, { 662, 461, 112, 133 } };
int i = 0;
BufferedImage img;
private ActionListener actionListener = new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
i++;
if (i == spriteSheetCoords.length) {
i = 0;
}
revalidate();
repaint();
}
};
public Painel1() {
Timer timer = new Timer(50, actionListener);
timer.setInitialDelay(0);
timer.start();
setBackground(Color.yellow);
try {
img = ImageIO.read(new File("/home/jesus/Pictures/tokyo.jpg"));
} catch (IOException e) {
e.printStackTrace();
}
}
@Override
public void paintComponent(Graphics g) {
Image subSprite;
super.paintComponent(g);
subSprite = img.getSubimage(spriteSheetCoords[i][0], spriteSheetCoords[i][1], spriteSheetCoords[i][2], spriteSheetCoords[i][3]);
g.drawImage(subSprite, 140, 120, null);
}
@Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
}
As you can see the Timer
has a delay of 50ms to make the transition of the sprites smoother, you can adjust it as you please.
I have changed some sprite sheet coords because I could find a similar image, but it should give you the idea:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.Timer;
import java.util.TimerTask;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Sprites extends JFrame {
public static void main(String[] args) {
JFrame frm1 = new JFrame();
frm1.setSize(400,400);
frm1.setLocationRelativeTo(null);
frm1.setResizable(false);
frm1.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Painel1 pn1 = new Painel1();
frm1.getContentPane().add(pn1);
frm1.setVisible(true);
}
}
class Painel1 extends JPanel {
BufferedImage img;
Timer timer;
int i;
Image subSprite;
int[][] spriteSheetCoords = { { 8, 10, 119, 129 }, { 138, 10, 118, 130 }, { 267, 10, 118, 132 },
{ 402, 11, 113, 132 }, { 538, 12, 106, 134 }, { 671, 13, 103, 133 }, { 671, 12, 102, 132 },
{ 23, 161, 100, 134 }, { 157, 162, 96, 134 }, { 287, 159, 95, 135 }, { 418, 158, 95, 133 },
{ 545, 159, 99, 133 }, { 673, 159, 102, 134 }, { 550, 158, 108, 130 }, { 9, 309, 116, 126 },
{ 137, 309, 118, 127 }, { 274, 310, 110, 128 }, { 412, 311, 102, 129 }, { 541, 312, 103, 130 },
{ 671, 312, 104, 131 }, { 600, 312, 98, 132 }, { 29, 463, 94, 135 }, { 155, 462, 98, 135 },
{ 279, 461, 104, 135 }, { 409, 461, 106, 135 }, { 536, 461, 109, 135 }, { 662, 461, 112, 133 } };
public Painel1() {
setBackground(Color.yellow);
try
{
img = ImageIO.read(new File("images/ddd.png"));
timer = new Timer();
timer.scheduleAtFixedRate(new TimerTask() {
@Override
public void run() {
subSprite = img.getSubimage(spriteSheetCoords[i][0], spriteSheetCoords[i][1], spriteSheetCoords[i][2],
spriteSheetCoords[i][3]);
i++;
repaint();
revalidate();
}
}, 500, 500);
}
catch (IOException e)
{
e.printStackTrace();
}
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(subSprite, 140, 120, null);
}
}
来源:https://stackoverflow.com/questions/41877789/animated-sprites-with-java-swing