第一個代碼片段是我的主要渲染方法。我正在創(chuàng)建緩沖區(qū)策略,然后 getState().render(g) 傳遞 Graphics 對象并調(diào)用一堆 g.drawImage() 方法,畢竟,調(diào)用 saveImage() 并生成完全黑色的圖像(游戲截圖)預(yù)期的)。第二個片段是將畫布保存到圖像。private void render() { bs = display.getCanvas().getBufferStrategy(); if (bs == null) { display.getCanvas().createBufferStrategy(3); return; } g = bs.getDrawGraphics(); g.clearRect(0, 0, width, height); if (State.getState() != null) State.getState().render(g); // this just calls g.drawImage many times saveImage(g); bs.show(); g.dispose();}這是我保存它的方式:private void saveImage(Graphics g) { BufferedImage image = new BufferedImage(getCanvas().getWidth(), getCanvas().getHeight(), BufferedImage.TYPE_INT_RGB); Graphics2D graphics = image.createGraphics(); display.getCanvas().paint(graphics); graphics.dispose(); try { FileOutputStream out = new FileOutputStream("snapshot.png"); ImageIO.write(image, "png", out); out.close(); } catch (FileNotFoundException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); }}
畫布到圖像繪制不成功
函數(shù)式編程
2021-05-31 17:31:33