JavaFX Freezes beim Zeichnen mit Canvas

Hauf3n

Mitglied
Hallo zusammen!

4 Mitstreiter und ich müssen einen Terraria Klon mithilfe von JavaFX programmieren.
Leider haben wir ein Problem beim Zeichnen mit dem Canvas/Graphicscontext.

Wir haben das Zeichnen(2D) durch eine verschachtelte Schleife realisiert, die ein Array ausließt
und dann anhand der Informationen gewisse 16x16 große Rechtecke an den richtigen
Positionen zeichnet. Also wird in unserer Gameloop das Canvas übermalt und dann werden die
Rechtecke gezeichnet und die Gameloop beginnt von vorne(Logik ist erstmal egal). Irgendwann kommt dann der Moment, an dem nichts mehr gezeichnet wird. Das Innere des Fenster wird nicht mehr aktualisiert, jedoch läuft der
Thread immer noch weiter und man erhält keine Fehlermeldung.

Ich konnte das Problem recht weit von unserem Projekt distanzieren, und hab dazu ein sehr kleines Programm geschrieben, bei dem genau der selbe Fehler auftritt.

Java:
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.stage.Stage;

import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;

/**
 * Created by on 14.05.2015.
 */
public class Main extends Application {

    private Canvas canvas = new Canvas(800,600);
    private GraphicsContext gc = canvas.getGraphicsContext2D();
    private Group group = new Group();
    private Scene scene = new Scene(group);
    private ExecutorService ex = Executors.newSingleThreadExecutor();


    public static void main(String[] args){
        launch(args);
    }

    @Override
    public void start(Stage stage){
        group.getChildren().add(canvas);
        stage.setScene(scene);
        stage.sizeToScene();
        stage.show();

        //threadgameloop
        ex.execute(() -> {
            long before = System.currentTimeMillis(), now, sleep;
            while(true){
                //clear canvas
                gc.clearRect(0,0,800,600);

                //rendersimulation
                for(int i=0; i<50; i++){
                    for(int j=0; j<38; j++){
                        gc.fillRect(i*16,j*16,16,16);
                    }
                }
                //thread sleep
                now = System.currentTimeMillis();
                sleep = Math.max(0, 40 - (now - before));
                try {
                    System.out.println("Thread sleeps: "+sleep+"ms");
                    Thread.sleep(sleep);
                } catch (InterruptedException ignored) {}

                before = System.currentTimeMillis();
            }
        });

    }
}

Programm muss man leider mit dem Taskmanager beenden. 😳
Das Programm zeichnet einfach den ganzen Bildschirm voll mit 16x16 großen, schwarzen Rechtecken(also wenns läuft dann ist das ganze Fenster schwarz) und übermalt sie dann wieder. Es ist immer unterschiedlich, wann das Programm freezt. Bei mir sieht es dann nach kurzer Zeit zB so aus. Ich benutze Java 8 45u, falls es benötigt wird.

javafx.png

Ich nehme auch gerne andere Zeichnungstechniken mit JavaFX entgegen! Man muss bloß jeden Pixel ansprechen können. 😀
Ich freue mich auf Eure Antworten! 🙂
Mfg
 
Hallo, schau mal wie das hier realisiert wurde:
Code:
/**
 * Copyright (c) 2008, 2012 Oracle and/or its affiliates.
 * All rights reserved. Use is subject to license terms.
 */
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.stage.Stage;
import javafx.animation.Timeline;
import javafx.scene.Group;
import javafx.scene.effect.BlendMode;
import javafx.scene.effect.BoxBlur;
import javafx.scene.paint.Color;
import javafx.scene.paint.CycleMethod;
import javafx.scene.paint.LinearGradient;
import javafx.scene.paint.Stop;
import javafx.scene.shape.Circle;
import java.util.ArrayList;
import java.util.List;
import java.util.Iterator;
import javafx.animation.*;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.effect.Reflection;
import javafx.scene.image.ImageView;
import javafx.scene.layout.Pane;
import javafx.scene.paint.*;

/**
 * A sample that demonstrates how to draw and paint shapes, apply visual
 * effects, blend colors in overlapping objects, and animate objects.
 *
 * @see javafx.scene.canvas.Canvas
 * @see javafx.scene.canvas.GraphicsContext
 * @see javafx.scene.effect.BlendMode
 * @see javafx.scene.effect.BoxBlur
 * @see javafx.scene.shape.Circle
 * @see javafx.scene.Group
 * @see javafx.scene.paint.LinearGradient
 * @see javafx.animation.Timeline
 */
public class FireworksSample extends Application {
    private final SanFranciscoFireworks sanFranciscoFireworks = new SanFranciscoFireworks();
    
    private void init(Stage primaryStage) {
        Group root = new Group();
        primaryStage.setScene(new Scene(root));
        root.getChildren().add(sanFranciscoFireworks);
    }

    @Override public void stop() {
        sanFranciscoFireworks.stop();
    }

    public void play() {
        sanFranciscoFireworks.start();
    }
    
    public static class SanFranciscoFireworks extends Pane {
        private final AnimationTimer timer;
        private final Canvas canvas;
        private final ImageView background;
        private final List<Particle> particles = new ArrayList<Particle>();
        private final Paint[] colors;
        private int countDownTillNextFirework = 40;
        
        public SanFranciscoFireworks() {
            // create a color palette of 180 colors
            colors = new Paint[181];
            colors[0] = new RadialGradient(0, 0, 0.5, 0.5, 0.5, true, CycleMethod.NO_CYCLE, 
                        new Stop(0, Color.WHITE),
                        new Stop(0.2, Color.hsb(59, 0.38, 1)),
                        new Stop(0.6, Color.hsb(59, 0.38, 1,0.1)),
                        new Stop(1, Color.hsb(59, 0.38, 1,0))
                        );
            for (int h=0;h<360;h+=2) {
                colors[1+(h/2)] = new RadialGradient(0, 0, 0.5, 0.5, 0.5, true, CycleMethod.NO_CYCLE, 
                        new Stop(0, Color.WHITE),
                        new Stop(0.2, Color.hsb(h, 1, 1)),
                        new Stop(0.6, Color.hsb(h, 1, 1,0.1)),
                        new Stop(1, Color.hsb(h, 1, 1,0))
                        );
            }
            // create canvas
            canvas = new Canvas(1024, 500);

            canvas.setBlendMode(BlendMode.ADD);
            canvas.setEffect(new Reflection(0,0.4,0.15,0));
            background = new ImageView(getClass().getResource("sf.jpg").toExternalForm());
            getChildren().addAll(background,canvas);
            // create animation timer that will be called every frame
            // final AnimationTimer timer = new AnimationTimer() {
            timer = new AnimationTimer() {

                @Override public void handle(long now) {
                    GraphicsContext gc = canvas.getGraphicsContext2D();
                    // clear area with transparent black
                    gc.setFill(Color.rgb(0, 0, 0, 0.2));
                    gc.fillRect(0, 0, 1024, 708);
                    // draw fireworks
                    drawFireworks(gc);
                    // countdown to launching the next firework
                    if (countDownTillNextFirework == 0) {
                        countDownTillNextFirework = 10 + (int)(Math.random()*30);
                        fireParticle();
                    }
                    countDownTillNextFirework --;
                }
            };
        }
        
        public void start() { timer.start(); }
        public void stop() { timer.stop(); }

        /**
         * Make resizable and keep background image proportions and center.
         */
        @Override protected void layoutChildren() {
            // final double w = 480.0;
            // final double h = 360.0;
            final double w = getWidth();
            final double h = getHeight();
            final double scale = Math.min(w/1024d, h/708d);
            final int width = (int)(1024*scale);
            final int height = (int)(708*scale);
            final int x = (int)((w-width)/2);
            final int y = (int)((h-height)/2);
            background.relocate(x, y);
            background.setFitWidth(width);
            background.setFitHeight(height);
            canvas.relocate(x, y);
            canvas.setWidth(width);
            canvas.setHeight(height * 0.706);
        }
    
        private void drawFireworks(GraphicsContext gc) {
            Iterator<Particle> iter = particles.iterator();
            List<Particle> newParticles = new ArrayList<Particle>();
            while(iter.hasNext()) {
                Particle firework = iter.next();
                // if the update returns true then particle has expired
                if(firework.update()) {
                    // remove particle from those drawn
                    iter.remove();
                    // check if it should be exploded
                    if(firework.shouldExplodeChildren) {
                        if(firework.size == 9) {
                            explodeCircle(firework, newParticles);
                        } else if(firework.size == 8) {
                            explodeSmallCircle(firework, newParticles);
                        }
                    }
                }
                firework.draw(gc);
            }
            particles.addAll(newParticles);
        }
        
        private void fireParticle() {
            particles.add(new Particle(
                canvas.getWidth()*0.5, canvas.getHeight()+10,
                Math.random() * 5 - 2.5, 0, 
                0, 150 + Math.random() * 100,
                colors[0], 9,
                false, true, true));
        }


        private void explodeCircle(Particle firework, List<Particle> newParticles) {
            final int count = 20 + (int)(60*Math.random());
            final boolean shouldExplodeChildren = Math.random() > 0.5;
            final double angle = (Math.PI * 2) / count;
            final int color = (int)(Math.random()*colors.length);
            for(int i=count; i>0; i--) {
                double randomVelocity = 4 + Math.random() * 4;
                double particleAngle = i * angle;
                newParticles.add(
                    new Particle(
                        firework.posX, firework.posY, 
                        Math.cos(particleAngle) * randomVelocity, Math.sin(particleAngle) * randomVelocity,
                        0, 0, 
                        colors[color], 
                        8,
                        true, shouldExplodeChildren, true));
            }
        }

        private void explodeSmallCircle(Particle firework, List<Particle> newParticles) {
            final double angle = (Math.PI * 2) / 12;
            for(int count=12; count>0; count--) {
                double randomVelocity = 2 + Math.random() * 2;
                double particleAngle = count * angle;
                newParticles.add(
                    new Particle(
                        firework.posX, firework.posY, 
                        Math.cos(particleAngle) * randomVelocity, Math.sin(particleAngle) * randomVelocity,
                        0, 0, 
                        firework.color, 
                        4,
                        true, false, false));
            }
        }
    }


    /**
     * A Simple Particle that draws its self as a circle.
     */
    public static class Particle {
        private static final double GRAVITY = 0.06;
        // properties for animation
        // and colouring
        double alpha;
        final double easing;
        double fade;
        double posX;
        double posY;
        double velX;
        double velY;
        final double targetX;
        final double targetY;
        final Paint color;
        final int size;
        final boolean usePhysics;
        final boolean shouldExplodeChildren;
        final boolean hasTail;
        double lastPosX;
        double lastPosY;
        
        public Particle(double posX, double posY, double velX, double velY, double targetX, double targetY, 
                Paint color,int size, boolean usePhysics, boolean shouldExplodeChildren, boolean hasTail) {
            this.posX = posX;
            this.posY = posY;
            this.velX = velX;
            this.velY = velY;
            this.targetX = targetX;
            this.targetY = targetY;
            this.color = color;
            this.size = size;
            this.usePhysics = usePhysics;
            this.shouldExplodeChildren = shouldExplodeChildren;
            this.hasTail = hasTail;
            this.alpha    = 1;
            this.easing   = Math.random() * 0.02;
            this.fade     = Math.random() * 0.1;
        }

        public boolean update() {
            lastPosX = posX;
            lastPosY = posY;
            if(this.usePhysics) { // on way down
                velY += GRAVITY;
                posY += velY;
                this.alpha -= this.fade; // fade out particle
            } else { // on way up
                double distance = (targetY - posY);
                // ease the position
                posY += distance * (0.03 + easing);
                // cap to 1
                alpha = Math.min(distance * distance * 0.00005, 1);
            }
            posX += velX;
            return alpha < 0.005;
        }

        public void draw(GraphicsContext context) {
            final double x = Math.round(posX);
            final double y = Math.round(posY);
            final double xVel = (x - lastPosX) * -5;
            final double yVel = (y - lastPosY) * -5;
            // set the opacity for all drawing of this particle
            context.setGlobalAlpha(Math.random() * this.alpha);
            // draw particle
            context.setFill(color);
            context.fillOval(x-size, y-size, size+size, size+size);
            // draw the arrow triangle from where we were to where we are now
            if (hasTail) {
                context.setFill(Color.rgb(255,255,255,0.3));
                context.fillPolygon(new double[]{posX + 1.5,posX + xVel,posX - 1.5}, 
                        new double[]{posY,posY + yVel,posY}, 3);
            }
        }
    }

    @Override public void start(Stage primaryStage) throws Exception {
        init(primaryStage);
        primaryStage.show();
        play();
    }
    public static void main(String[] args) { launch(args); }
}

Aus dem Programm kann man mit Platform.exit() springen, zB wenn Escape gedrückt wurde:
Code:
scene.setOnKeyPressed(event -> {
            if (event.getCode() == KeyCode.ESCAPE) {
                mIsRunning = false;
                stage.close();
                Platform.exit();
            }
        });
 
Hallo top_chief

Ich hab mir jetzt von deinem Codefragment ein kleines Programm geschrieben, und es läuft alles perfekt!
Werde dann wohl deine Zeichentechnik übernehmen. Danke!! LG
 

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