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java - 如何不断地显示形状,但仍然重新绘制屏幕?

转载 作者:行者123 更新时间:2023-12-01 13:52:26 24 4
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在使用 JFrame 编写一个简单的 Tron 游戏时,我遇到了一些问题。我不确定如何将“光周期”的显示保持为一条保留在屏幕上显示的线,但同时重新绘制屏幕,​​以便移动仍然有效。这是我的代码:(仅供引用,它全部编译并且一切正常,因为它在这里编写得非常好)

公共(public)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,我想知道如何制作它,以便当我按下箭头键时,它不再只是对 x 或 y 坐标进行一次添加或减去,而是不断地添加,直到按下另一个箭头为止。

编辑:为了让这个问题更容易理解,Python 的等效方法是使用curses 库在 x 和 y 坐标处绘制一个字符,使用箭头键在屏幕上移动它,但从不调用stdscr.clear()

编辑:当在互联网上搜索试图弄清楚如何按照 MadProgrammer 的建议使用 g.drawPolygon() 时,我遇到了一个有趣的想法,即添加一个变量来帮助程序“记住”哪个键是最后一个按下并基于此添加到坐标。我认为这将消除对多边形的需要,并且我可以只使用 Translate() 方法,但是当我添加翻译时,程序停止工作。我是否需要使用不同的方法,或者我做错了什么?这是新代码:

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 java.Util.* 都是单独导入的,我原本打算使用它们来创建 ArrayList ,但决定不这样做,并且从未抽出时间将其删除。

编辑:对这个问题进行一个列表编辑,我的程序就快完成了。我想知道的最后一件事是如何为我的 CPU 播放器添加随机数生成器。最初它有一条固定的路径,如果你存活足够长的时间,它会在几秒钟后“杀死”自己,但我认为如果他只是走随机路径会更有趣。我已经知道如何使用 java.util.Random 编写随机数生成器,但这些代码最终总是比我为游戏所谎称的要长得多,所以我想知道是否可以在五六个语句中添加它。

最佳答案

基本思想是您需要将所有形状放入某种List中,以便当您调用paintComponent方法时,您可以调用 wall 列表并绘制形状

我的“一般”想法是在玩家每次转弯时向List添加一个新的Point。在 paintComponent 方法中,您只需从一个点到下一个点绘制线条即可。

绘制过程中的最后一个操作,我会简单地从最后一个点到玩家当前位置画一条线...

使用 Path2D 更新示例

这是一个非常基本的概念示例,使用 Path2D 来维护自行车道。这样做后,我认为您会更容易使用 PointList,因为这会更容易构建碰撞检测。

enter image description here

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);
}

}
}
}

关于java - 如何不断地显示形状,但仍然重新绘制屏幕?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19870536/

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