在用JFrame编写一个简单的Tron游戏时,我遇到了一点问题。我不确定我如何能保持显示为“光循环”作为一条线停留在屏幕上显示,但同时重新油漆屏幕,使移动仍然有效。以下是我的代码:(仅供参考,它全部编译,所有工作都像它在这里写的一样完美)
公共类Tron扩展JPanel{
public static int x = 40;
public static int y = 40;
public static int h = 360;
public static int k = 360;
public final static int size = 10;
public static int move = 1;
public static int dir = 0;
static final Tron m = new Tron();
static final JFrame frame = new JFrame("1P Tron");
public static void main(String[] args){
frame.setSize(400,400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(m);
m.setBackground(Color.black);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
Action actionRight = new AbstractAction(){
public void actionPerformed(ActionEvent actionRightEvent){
dir = 1;
x += 5;
if(x > 390){
x = -5;
};
m.repaint();
}
};
Action actionLeft = new AbstractAction(){
public void actionPerformed(ActionEvent actionLeftEvent){
dir = 2;
x -= 5;
if(x < 0){
x = 395;
};
m.repaint();
}
};
Action actionUp = new AbstractAction(){
public void actionPerformed(ActionEvent actionUpEvent){
dir = 3;
y -= 5;
if(y < 0){
y = 375;
};
m.repaint();
}
};
Action actionDown = new AbstractAction(){
public void actionPerformed(ActionEvent actionDownEvent){
dir = 4;
y += 5;
if(y > 370){
y = 0;
};
m.repaint();
}
};
KeyStroke right = KeyStroke.getKeyStroke("RIGHT");
KeyStroke left = KeyStroke.getKeyStroke("LEFT");
KeyStroke up = KeyStroke.getKeyStroke("UP");
KeyStroke down = KeyStroke.getKeyStroke("DOWN");
InputMap inputMap = m.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
inputMap.put(right, "RIGHT");
inputMap.put(left, "LEFT");
inputMap.put(up, "UP");
inputMap.put(down, "DOWN");
m.getActionMap().put("RIGHT", actionRight);
m.getActionMap().put("LEFT", actionLeft);
m.getActionMap().put("UP", actionUp);
m.getActionMap().put("DOWN", actionDown);
}
@Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g){
g.setColor(Color.BLUE);
g.fillRect(x, y, size, size);
g.drawString("Tron", 190, 390);
}
}
另外,我想知道,当我按下一个箭头键时,它将如何使它,而不是只从x或y键中添加或减去一次,而是不断地添加到x或y键,直到按下另一个箭头。
import javax.swing.*;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.InputMap;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import java.awt.*;
import java.awt.event.*;
import java.awt.event.ActionEvent;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Enumeration;
import java.util.Iterator;
import java.util.List;
public class Tron extends JPanel{
public static int x = 40;
public static int y = 40;
public static int h = 360;
public static int k = 360;
public static int size = 10;
public static int move = 1;
public static int dir = 1;
static final Tron m = new Tron();
static final JFrame frame = new JFrame("1P Tron");
public static void main(String[] args){
frame.setSize(400,400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(m);
m.setBackground(Color.black);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
Action actionRight = new AbstractAction(){
public void actionPerformed(ActionEvent actionRightEvent){
dir = 1;
};
};
Action actionLeft = new AbstractAction(){
public void actionPerformed(ActionEvent actionLeftEvent){
dir = 2;
};
};
Action actionUp = new AbstractAction(){
public void actionPerformed(ActionEvent actionUpEvent){
dir = 3;
};
};
Action actionDown = new AbstractAction(){
public void actionPerformed(ActionEvent actionDownEvent){
dir = 4;
};
};
KeyStroke right = KeyStroke.getKeyStroke("RIGHT");
KeyStroke left = KeyStroke.getKeyStroke("LEFT");
KeyStroke up = KeyStroke.getKeyStroke("UP");
KeyStroke down = KeyStroke.getKeyStroke("DOWN");
InputMap inputMap = m.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
inputMap.put(right, "RIGHT");
inputMap.put(left, "LEFT");
inputMap.put(up, "UP");
inputMap.put(down, "DOWN");
m.getActionMap().put("RIGHT", actionRight);
m.getActionMap().put("LEFT", actionLeft);
m.getActionMap().put("UP", actionUp);
m.getActionMap().put("DOWN", actionDown);
}
@Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
draw(g);
p1_move(m);
}
public void p1_move(Tron m){
if(dir == 1){
if(x > 390){
x = -5;
};
x += 5;
m.repaint();
}else if(dir == 2){
if(x < 0){
x = 395;
};
x -= 5;
m.repaint();
}else if(dir == 3){
if(y < 0){
y = 375;
};
y -= 5;
m.repaint();
}else if(dir == 4){
if(y > 370){
y = 0;
};
y += 5;
m.repaint();
}
}
public void draw(Graphics g){
g.setColor(Color.BLUE);
g.fillRect(40, 40, size, size);
g.translate(x, y);
}
}
顺便说一句,如果有人想知道为什么所有的java.util.*
都是单独导入的,我本来打算使用它们来创建ArrayList
,但是我决定不这么做,所以没有抽出时间来删除它们。
编辑:关于这个问题的一个列表编辑,我的程序快完成了。我想知道的最后一件事是如何为我的cpu播放器放入随机数生成器。最初它有一条固定的路径,如果你活得足够久,几秒钟后就会“杀死”自己,但我认为如果它只是走一条随机的路径,会更有趣。我已经知道如何使用java.util.random
编写随机数生成器,但是这些生成器的代码最终总是比我在游戏中想象的要长得多,所以我想知道是否可以在五六条语句中添加它。
基本思想是,您需要将所有形状放入某种列表
中,以便在调用PaintComponent
方法时,调用wall列表并绘制形状
我的“一般”想法是在玩家每次回合时将一个新的点
添加到列表
中。在PaintComponent
方法中,只需绘制从一点到下一点的线条。
在你的绘画过程中的最后一个动作之一,我会简单地从最后一点到球员的当前位置画一条线...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.Line2D;
import java.awt.geom.Path2D;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class LightCycles {
public static void main(String[] args) {
new LightCycles();
}
public LightCycles() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public static class TestPane extends JPanel {
private int xVelocity;
private int yVelocity;
protected static final int PLAYER_SIZE = 4;
protected static final int DELTA = 4;
private Point player;
private Point lastTurn;
private Path2D playerPath;
public TestPane() {
setBackground(Color.BLACK);
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), "left");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), "right");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0), "up");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0), "down");
am.put("left", new VelocityAction(-DELTA, 0));
am.put("right", new VelocityAction(DELTA, 0));
am.put("up", new VelocityAction(0, -DELTA));
am.put("down", new VelocityAction(0, DELTA));
xVelocity = DELTA;
player = new Point(0, 100);
lastTurn = new Point(player);
playerPath = new Path2D.Float();
playerPath.moveTo(0, 100); // Start position...
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
player.x += xVelocity;
if (player.x > getWidth()) {
playerPath.lineTo(getWidth(), player.y);
playerPath.moveTo(0, player.y);
player.x = 0;
lastTurn = new Point(player);
}
if (player.x + PLAYER_SIZE < 0) {
playerPath.lineTo(0, player.y);
playerPath.moveTo(getWidth() - 1, player.y);
player.x = getWidth() - 1;
lastTurn = new Point(player);
}
player.y += yVelocity;
if (player.y > getHeight()) {
playerPath.lineTo(player.x, getHeight());
playerPath.moveTo(player.x, 0);
player.y = 0;
lastTurn = new Point(player);
}
if (player.y + PLAYER_SIZE < 0) {
playerPath.lineTo(player.x, 0);
playerPath.moveTo(player.x, getHeight() - 1);
player.y = getHeight() - 1;
lastTurn = new Point(player);
}
repaint();
}
});
timer.start();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.BLUE);
g2d.draw(playerPath);
g2d.draw(new Line2D.Float(lastTurn, player));
g2d.drawRect(player.x - (PLAYER_SIZE / 2), player.y - (PLAYER_SIZE / 2), PLAYER_SIZE, PLAYER_SIZE);
g2d.dispose();
}
public class VelocityAction extends AbstractAction {
private final int xDelta;
private final int yDelta;
public VelocityAction(int xDelta, int yDelta) {
this.xDelta = xDelta;
this.yDelta = yDelta;
}
@Override
public void actionPerformed(ActionEvent e) {
xVelocity = xDelta;
yVelocity = yDelta;
lastTurn = new Point(player);
playerPath.lineTo(player.x, player.y);
}
}
}
}
我想重新绘制我的屏幕。到目前为止,它所做的只是在第一个屏幕上的头部应该在的地方显示一个点。这很好,但是我在代码中写了我想每秒将头部向下移动10个像素。我正在打印头部应该在的位置,在命令提示符中它显示y值确实在增加。但是在我的屏幕上,头部没有移动。 我尝试过使用revalidate方法,尝试扩展canvas类而不是jframe,我尝试过只为paint方法使用不同的类,我尝试过用paintCompon
通过 Entity 添加形状 先来看一个添加立方体的例子 var viewer = new Cesium.Viewer('cesiumContainer'); var redBox = viewer.entities.add({ name : 'Red box with black outline', position: Cesium.Cartesian3.fromDegrees(-107
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