I'm changing "views" with cardLayout (this class has a JFrame variable). When a user clicks a new game button this happens:
public class Views extends JFrame implements ActionListener {
private JFrame frame;
private CardLayout cl;
private JPanel cards;
private Game game;
public void actionPerformed(ActionEvent e) {
String command = e.getActionCommand();
if (command.equals("New game")) {
cl.show(cards, "Game");
game.init();
this.revalidate();
this.repaint();
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
game.loop();
}
});
}
}
}
Game's loop method and heading of class:
public class Game extends JPanel implements KeyListener {
public void loop() {
while (player.isAlive()) {
try {
this.update();
this.repaint();
// first class JFrame variable
jframee.getFrame().repaint();
// first class JFrame variable
jframee.getFrame().revalidate();
Thread.sleep(17);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void update() {
System.out.println("updated");
}
}
I'm painting using paintComponent()
public void paintComponent(Graphics g) {
System.out.println("paint");
...
}
Actually it's not painting anything. When I do not call loop() method (so it paints it just once) all images are painted correctly. But when I call loop() method, just nothing is happening in the window. (Even close button on JFrame doesn't work.)
How to fix that? (When I was creating JFrame inside game class everything worked fine, but now I want to have more views so I need JFrame in other class.)
Thanks.
解决方案
What does update do? You probably shouldnt call game.loop() on the EDT. You are running a loop on EDT, your repaint wont ever be invoked since repaint queues an event on EDT and it seems kind busy. Try moving game.loop() to another thread
new Thread(new Runnable() {
@override
public void run() {
game.loop();
}
}).start();
This way you wont block the EDT while the repaint still gets to be executed on the EDT.