I'm trying to do double buffering to get rid of the flicker, but redrawing the image flickers. I need to redraw the image with a periodicity in the bar at a new location, it works for me. But when redrawing very noticeable flicker. Help please.
namespace CockroachRunning
{
public partial class Form1 : Form
{
Random R = new Random();
Semaphore s1 = new Semaphore(2, 4);
Bitmap cockroachBmp = new Bitmap(Properties.Resources.cockroach, new Size(55, 50));
List<Point> cockroaches = new List<Point>();
public Form1()
{
InitializeComponent();
this.DoubleBuffered = true;
cockroaches.Add(new Point(18,13));
Thread t1 = new Thread(Up);
t1.Start();
}
public void Up()
{
while (true)
{
s1.WaitOne();
int distance = R.Next(1, 6);
for (int i = 0; i < distance; i++)
{
if (cockroaches[0].Y - 1 > -1)
{
cockroaches[0] = new Point(cockroaches[0].X, cockroaches[0].Y - 1);
panel1.Invalidate();
}
}
s1.Release();
Thread.Sleep(100);
}
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
Image i = new Bitmap(panel1.ClientRectangle.Width, panel1.ClientRectangle.Height);
Graphics g = Graphics.FromImage(i);
Graphics displayGraphics = e.Graphics;
g.DrawImage(cockroachBmp, cockroaches[0]);
displayGraphics.DrawImage(i, panel1.ClientRectangle);
}
}
}
To get rid of flickering, I use the following settings to configure how a control behaves:
I call this in the constructor of a
Control
-derived class. I'm not sure whether this also works for forms, too, but I would imagine that it does.The drawing is then done in
void OnPaintBackground(PaintEventArgs e)
(erasing the client area) andvoid OnPaint(PaintEventArgs e)
(actual drawing).