gpt4 book ai didi

java - 我的两个类如何共享相同的 JFrame 或 Frame?

转载 作者:太空宇宙 更新时间:2023-11-04 06:48:26 25 4
gpt4 key购买 nike

好吧,所以我的第一个类创建了框架,并在其中放置了一个可以移动的红色矩形。现在我正在做的是,为蓝色矩形创建另一个类。现在,在我的尝试中,我创建了第二个类,并将第一个类扩展到它;这似乎没有完成这项工作。

夏季:我需要做什么才能让它们共享同一框架?有办法吗?

已解决版本我的代码(一流): 已编辑

        import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;



public class MyGame extends JPanel implements ActionListener, KeyListener {
Timer t = new Timer(5, this);
int x = 0, y = 0, velx =0, vely =0, g = 0;
private Color color;

public MyGame() {
t.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
}

@Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}

@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(color);
g.fillRect(x, y, 50, 30);
}


@Override
public void actionPerformed(ActionEvent e) {
if (x < 0) //stops us from going backwards past x = 0
{
velx = 0;
x = 0;
}

if (y < 0) //stops us from going to the sky
{
vely = 0;
y = 0;
}

if (y > 330) // stops us from going through the ground
{
vely = 0;
y = 330;
}

x += velx;
y += vely;
repaint();
}

@Override
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();

{
if (code == KeyEvent.VK_DOWN) {
vely = 1; // removing velx = 0 allows us to go vertically and horizontlly at the same time

}
if (code == KeyEvent.VK_UP) {
vely = -1; // same goes for here

}
if (code == KeyEvent.VK_LEFT) {

velx = -1;
}

{
if (code == KeyEvent.VK_RIGHT) {

velx = 1;

}
}
}
}

@Override
public void keyTyped(KeyEvent e) {
}

@Override
public void keyReleased(KeyEvent e) {
velx = 0;
vely = 0;
}




public static void main (String arge[]){

JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new Incoming());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);

}
}

(二等):已编辑

            import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;



public class Incoming extends MyGame {

private Color color;

int x = 0, y = 0, velx = 0, vely = 0;

public Incoming() {
color = Color.BLUE;
}

@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(color);
g.fillRect(x, y, 50, 30);
}

@Override
public void actionPerformed(ActionEvent e) {
super.actionPerformed(e);
if (x < 0) //stops us from going backwards past x = 0
{
velx = 0;
x = 0;
}

if (y < 0) //stops us from going to the sky
{
vely = 0;
y = 0;
}

if (y > 330) // stops us from going through the ground
{
vely = 0;
y = 330;
}

x += velx;
y += vely;
repaint();
}

@Override
public void keyPressed(KeyEvent e) {
super.keyPressed(e);
int code = e.getKeyCode();

{
if (code == KeyEvent.VK_S) {
vely = 1; // removing velx = 0 allows us to go vertically and horizontlly at the same time

}
if (code == KeyEvent.VK_NUMPAD8) {
vely = -1; // same goes for here

}
if (code == KeyEvent.VK_NUMPAD4) {
vely = 0;
velx = -1;
}

{
if (code == KeyEvent.VK_NUMPAD6) {
vely = 0;
velx = 1;

}
}
}
}

@Override
public void keyReleased(KeyEvent e) {
super.keyReleased(e);
velx = 0;
vely = 0;
}
}

谢谢

最佳答案

您可以利用组件的颜色属性支持,也可以提供自己的颜色属性,该属性可以通过使用 setter 和 getter 来设置和检索

以下示例仅使用组件现有的 foreground 属性...

import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
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 GameExample {

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

public GameExample() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}

MyGame game = new MyGame();

JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(game);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}

public class MyGame extends JPanel implements ActionListener {

Timer t = new Timer(5, this);
int x = 0, y = 0, velx = 0, vely = 0, g = 0;

public MyGame() {
t.start();
setFocusTraversalKeysEnabled(false);
setForeground(Color.RED);

InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "up-pressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "down-pressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), "left-pressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), "right-pressed");

im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "up-released");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "down-released");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true), "left-released");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true), "right-released");

ActionMap am = getActionMap();
am.put("up-pressed", new YDelatAction(-1));
am.put("down-pressed", new YDelatAction(1));
am.put("left-pressed", new XDelatAction(-1));
am.put("right-pressed", new XDelatAction(1));

am.put("up-released", new YDelatAction(0));
am.put("down-released", new YDelatAction(0));
am.put("left-released", new XDelatAction(0));
am.put("right-released", new XDelatAction(0));
}

@Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}

@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(getForeground());
g.fillRect(x, y, 50, 30);
}

@Override
public void actionPerformed(ActionEvent e) {
if (x < 0) //stops us from going backwards past x = 0
{
velx = 0;
x = 0;
}

if (y < 0) //stops us from going to the sky
{
vely = 0;
y = 0;
}

if (y > 330) // stops us from going through the ground
{
vely = 0;
y = 330;
}

x += velx;
y += vely;
repaint();
}

public class XDelatAction extends AbstractAction {

private int value;

public XDelatAction(int value) {
this.value = value;
}

@Override
public void actionPerformed(ActionEvent e) {
vely = 0;
velx = value;
}

}

public class YDelatAction extends AbstractAction {

private int value;

public YDelatAction(int value) {
this.value = value;
}

@Override
public void actionPerformed(ActionEvent e) {
vely = value;
}

}

}

}

这将允许您创建一个使用不同颜色的新实例...

MyGame game = new MyGame();
game.setForeground(Color.BLUE);

或者你可以使用类似的东西创建一个新的子类......

public class MyBlueGame extends MyGame {

public MyBlueGame () {
setForeground(Color.BLUE);
}

}

一般来说,您应该倾向于 key bindings API优于 KeyListener,因为它可以更好地控制生成按键事件所需的焦点级别,并且通常会生成更多可重用和可配置的代码(恕我直言)

已更新

所以,根据您的示例代码...

每个类都需要它自己的 color 属性,该属性独立于其他类,否则继承将会妨碍(父级将想要使用子级的值)

您还需要更改子类的 keyPressedkeyReleased 方法,以便两个矩形可以彼此独立移动。

这不是我的首选解决方案。我将有一个单一的游戏表面,它能够渲染整个游戏(所有实体)的状态,并提供一种可以从表面添加(并可能删除)游戏元素的方法,以及某种能够控制这些元素更新方式的 Controller ......但这只是我......

import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;

public class GameTest {

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

public GameTest() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}

JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new Incoming());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}

public class MyGame extends JPanel implements ActionListener, KeyListener {

Timer t = new Timer(5, this);
int x = 0, y = 0, velx = 0, vely = 0, g = 0;

private Color color;

public MyGame() {
color = Color.RED;
t.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
}

@Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}

@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(color);
g.fillRect(x, y, 50, 30);
}

@Override
public void actionPerformed(ActionEvent e) {
if (x < 0) //stops us from going backwards past x = 0
{
velx = 0;
x = 0;
}

if (y < 0) //stops us from going to the sky
{
vely = 0;
y = 0;
}

if (y > 330) // stops us from going through the ground
{
vely = 0;
y = 330;
}

x += velx;
y += vely;
repaint();
}

@Override
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();

{
if (code == KeyEvent.VK_DOWN) {
vely = 1; // removing velx = 0 allows us to go vertically and horizontlly at the same time

}
if (code == KeyEvent.VK_UP) {
vely = -1; // same goes for here

}
if (code == KeyEvent.VK_LEFT) {

velx = -1;
}

{
if (code == KeyEvent.VK_RIGHT) {

velx = 1;

}
}
}
}

@Override
public void keyTyped(KeyEvent e) {
}

@Override
public void keyReleased(KeyEvent e) {
velx = 0;
vely = 0;
}

}

public class Incoming extends MyGame {

private Color color;

int x = 0, y = 0, velx = 0, vely = 0;

public Incoming() {
color = Color.BLUE;
}

@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(color);
g.fillRect(x, y, 50, 30);
}

@Override
public void actionPerformed(ActionEvent e) {
super.actionPerformed(e);
if (x < 0) //stops us from going backwards past x = 0
{
velx = 0;
x = 0;
}

if (y < 0) //stops us from going to the sky
{
vely = 0;
y = 0;
}

if (y > 330) // stops us from going through the ground
{
vely = 0;
y = 330;
}

x += velx;
y += vely;
repaint();
}

@Override
public void keyPressed(KeyEvent e) {
super.keyPressed(e);
int code = e.getKeyCode();

{
if (code == KeyEvent.VK_NUMPAD2) {
vely = 1; // removing velx = 0 allows us to go vertically and horizontlly at the same time

}
if (code == KeyEvent.VK_NUMPAD8) {
vely = -1; // same goes for here

}
if (code == KeyEvent.VK_NUMPAD4) {
vely = 0;
velx = -1;
}

{
if (code == KeyEvent.VK_NUMPAD6) {
vely = 0;
velx = 1;

}
}
}
}

@Override
public void keyReleased(KeyEvent e) {
super.keyReleased(e);
velx = 0;
vely = 0;
}
}

}

关于java - 我的两个类如何共享相同的 JFrame 或 Frame?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/23667478/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com