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enter image description here嗯..我做了一个简单的射击游戏,但遇到了问题。这个异常。
Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: No such child: 22
at java.awt.Container.getComponent(Container.java:334)
at javax.swing.JComponent.rectangleIsObscured(JComponent.java:4390)
at javax.swing.JComponent.paint(JComponent.java:1054)
at javax.swing.JComponent.paintToOffscreen(JComponent.java:5210)
at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(RepaintManager.java:1579)
at javax.swing.RepaintManager$PaintManager.paint(RepaintManager.java:1502)
at javax.swing.RepaintManager.paint(RepaintManager.java:1272)
at javax.swing.JComponent._paintImmediately(JComponent.java:5158)
at javax.swing.JComponent.paintImmediately(JComponent.java:4969)
at javax.swing.RepaintManager$4.run(RepaintManager.java:831)
at javax.swing.RepaintManager$4.run(RepaintManager.java:814)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:80)
at javax.swing.RepaintManager.paintDirtyRegions(RepaintManager.java:814)
at javax.swing.RepaintManager.paintDirtyRegions(RepaintManager.java:789)
at javax.swing.RepaintManager.prePaintDirtyRegions(RepaintManager.java:738)
at javax.swing.RepaintManager.access$1200(RepaintManager.java:64)
at javax.swing.RepaintManager$ProcessingRunnable.run(RepaintManager.java:1732)
at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:311)
at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:756)
at java.awt.EventQueue.access$500(EventQueue.java:97)
at java.awt.EventQueue$3.run(EventQueue.java:709)
at java.awt.EventQueue$3.run(EventQueue.java:703)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:80)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:726)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:201)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:82)
如果有异常的话,当我射出很多子弹时会出现异常。这是什么?我不知道出了什么问题,因为它运行良好。
package com.thread;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class ShootingGame extends JFrame{
Container c;
Enemy enemy;
Thread th;
public ShootingGame() {
setTitle("Shooting Game");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(500,360);
c = getContentPane();
enemy = new Enemy(new ImageIcon("images/enemy_plane.png"));
Player player = new Player(new ImageIcon("images/player.png"));
c.add(player, BorderLayout.SOUTH);
c.add(enemy, BorderLayout.NORTH);
c.addKeyListener(new KeyAdapter() { // listener for player move, bullet firing
boolean leftControl = true; // for only one move input receive
boolean rightControl = true; // for only one move input receive
@Override
public void keyPressed(KeyEvent e) { // player move, shoot occur
if(e.getKeyCode() == KeyEvent.VK_LEFT && leftControl && rightControl) { // Only one movement input is received.
leftControl = false;
player.pSpeed = -5; // direction is left.
th = new Thread(player); // player move while hoding key
th.start();
} else if(e.getKeyCode() == KeyEvent.VK_RIGHT && rightControl && leftControl) { // Only one movement input is received.
rightControl = false;
player.pSpeed = 5; // direction is right
th = new Thread(player); // player move while hoding key
th.start();
}
if(e.getKeyCode() == KeyEvent.VK_SPACE) { // shoot bullet
Bullet bul = new Bullet(new ImageIcon("images/bullet.png"));
bul.setSize(16,16);
bul.setLocation(player.getX()+c.getWidth()/2-10,player.getY());
c.add(bul);
c.repaint();
}
}
@Override
public void keyReleased(KeyEvent e) { // if keyReleased, ready to receive right or left move input
if (e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_RIGHT) {
th.interrupt(); // quit move thread.
leftControl = true; // ready to receive move input
rightControl = true; // readt to receive move input
}
}
});
setVisible(true);
c.requestFocus();
}
class Enemy extends JLabel implements Runnable{ // enemyplane info
int speed;
public Enemy(ImageIcon enemyplane) {
super(enemyplane);
this.setSize(64,64);
this.setVerticalAlignment(TOP);
this.setHorizontalAlignment(LEFT);
Thread th = new Thread(this);
th.start();
}
@Override
public void run() { // enemy plane move on x-Axis not change y-Axis
speed = -5;
int homeX = this.getX();
int homeY = this.getY();
while (true) {
this.setLocation(homeX + speed, homeY);
if (homeX + speed > -60) {
speed -= 5;
} else {
speed = 0;
}
homeX = c.getWidth(); // to fit in frame size
try {
Thread.sleep(20); // 20millsecond, move
} catch (InterruptedException e) {
return;
}
}
}
}
class Player extends JLabel implements Runnable { // player plane
int pSpeed;
public Player(ImageIcon controlPlane) {
super(controlPlane);
this.setSize(64,64);
this.setVerticalAlignment(BOTTOM);
this.setHorizontalAlignment(CENTER);
}
@Override
public void run() { // player move thread
int pXPosition = this.getX();
int pYPosition = this.getY();
while (true) {
pXPosition += pSpeed;
this.setLocation(pXPosition, pYPosition);
if (pXPosition <= -c.getWidth()/2) { // Move within frame only
pXPosition = c.getWidth()/2;
} else if (pXPosition > c.getWidth()/2) { // Move within frame only
pXPosition = -c.getWidth()/2;
}
try {
Thread.sleep(25); // 25millsecond, move
} catch (InterruptedException e) {
return;
}
}
}
}
class Bullet extends JLabel implements Runnable {
public Bullet(ImageIcon bullet) {
super(bullet);
Thread bulletthread = new Thread(this);
bulletthread.start();
}
@Override
public void run() { // bullet is move to top from player.
int bulXPosition = this.getX();
int bulYPosition = this.getY();
while(true) {
bulYPosition -= 10;
this.setLocation(bulXPosition,bulYPosition);
if(bulYPosition <= enemy.getY() + 50 && bulYPosition >= enemy.getY()) {
if(bulXPosition <= enemy.getX() + 48 && bulXPosition >= enemy.getX()) { // if enemy hit, bullet is removed and thread quit
enemy.speed = 200;
c.remove(this);
break;
}
}
if (bulYPosition < -16) { // if bullet is out of frame, bullet is removed
c.remove(this);
break;
}
try {
Thread.sleep(25); // 25millsecond, move
} catch (InterruptedException e) {
return;
}
}
}
}
public static void main(String[] args) {
new ShootingGame();
}
}
最佳答案
Swing 不是线程安全的。这意味着您永远不应该从事件调度线程的上下文之外更新 UI。
解决方案是使用单个 Swing Timer
作为核心“主循环”,负责更新计划重绘的游戏状态。
一个更简单的整体解决方案是不以这种方式使用组件,而是使用一个可以绘制“实体”的容器并使用 Swing Timer
来更新这些“实体”的状态“定期进行。由于 paintComponent
和 Swing Timer
都在 EDT 内执行工作,因此可以安全地从(Timer
)更新 UI,并防止可能的线程违规行为
首先查看 Concurrency in Swing和 How to use Swing Timers .
您还可以找到the key bindings API通常比 KeyListener 更可靠
您还可以查看something like this example更好地了解我刚才描述的内容
关于java - 线程中的异常 "AWT-EventQueue-0"java.lang.ArrayIndexOutOfBoundsException : No such child,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/47491963/
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