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java - 基于俄罗斯方 block 游戏创建的数组为 JTable 单元格着色

转载 作者:行者123 更新时间:2023-12-01 23:56:21 25 4
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我正在尝试创建俄罗斯方 block GUI。我 friend 写的后端。到目前为止,我们只是将俄罗斯方 block (或我在代码中提到的网格)打印到控制台窗口。在下面的代码中,我设置了一个 JTable 作为俄罗斯方 block 游戏的棋盘。我想知道如何让 JTable 根据从 Window 类顶部声明的俄罗斯方 block “游戏”传递的网格来渲染每个网格元素。该网格是一个整数值的二维数组,它引用 Pieces 类中枚举的颜色。有什么建议么?截至目前,它仅打印一种颜色。

我还发布了一些俄罗斯方 block 类的代码,以便您可以看到那里可用的方法和参数。

这是我的代码(希望在 SSCCE =p 中):

public class Window {
JPanel cards;
final static String SPLASHSCREEN = "SplashScreen";
final static String MAINMENU = "MainMenu";
final static String TETRIS = "Tetris";
final static int GRID_ROW_HEIGHT = 30;
final static int NUM_ROWS = 20;
final static int NUM_COLS = 10;
JTable table = new JTable(new MyTableModel());
Tetris game = new Tetris();

public void addComponentToWindow(Container pane) {
// Create the "cards"
.
.
.

// SplashScreen setup
.
.
.

// MainMenu setup
.
.
.

// Tetris setup
final JButton startGame = new JButton("START GAME");
card3.setLayout(new GridBagLayout());
GridBagConstraints gbc2 = new GridBagConstraints();
gbc.gridx = 0;
gbc.gridy = 0;
gbc.insets = new Insets(2, 2, 2, 2);
card3.add(startGame, gbc2);
gbc.gridy = 1;
startGame.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
table.setDefaultRenderer(Object.class, new MyRenderer());
table.setRowHeight(GRID_ROW_HEIGHT);
table.setFocusable(false);
table.setRowSelectionAllowed(false);
for (int i = 0; i < game.getNumCols(); i++) {
table.getColumnModel().getColumn(i).setPreferredWidth(table.getRowHeight());
}

card3.add(table);
card3.remove(0); //Removes button
card3.revalidate(); //Redraws graphics
}
});

// Sets up layout
cards = new JPanel(new CardLayout());
cards.add(card1, SPLASHSCREEN);
cards.add(card2, MAINMENU);
cards.add(card3, TETRIS);

// Creates the actual window
pane.add(cards, BorderLayout.CENTER);
}

public Color getTableCellBackground(JTable table, int row, int col) {
TableCellRenderer renderer = table.getCellRenderer(row, col);
Component component = table.prepareRenderer(renderer, row, col);
return component.getBackground();
}

class MyRenderer implements TableCellRenderer {
public Component getTableCellRendererComponent(JTable table, Object value, boolean isSelected, boolean hasFocus, int row, int column) {
JTextField editor = new JTextField();
if (value != null) {
editor.setText(value.toString());
}
if (game.getCur_color().getKey() == 0) {
editor.setBackground(Color.WHITE);
}
else if (game.getCur_color().getKey() == 1) {
editor.setBackground(Color.RED);
}
else if (game.getCur_color().getKey() == 2) {
editor.setBackground(Color.GREEN);
}
else if (game.getCur_color().getKey() == 3) {
editor.setBackground(Color.BLUE);
}
else if (game.getCur_color().getKey() == 4) {
editor.setBackground(Color.YELLOW);
}
return editor;
}
}

@SuppressWarnings("serial")
class MyTableModel extends AbstractTableModel {
public int getColumnCount() {
return NUM_COLS;
}
public int getRowCount() {
return NUM_ROWS;
}
public Object getValueAt(int row, int col) {
return null;
}
}
}

俄罗斯方 block 类:

public class Tetris 
{
int NUM_ROWS = 20;
int NUM_COLS = 10;

int grid[][];
int cur_row;
int cur_col;
Pieces cur_color;
Style cur_style;
Pieces next_color;
Style next_style;
boolean over;

public Tetris()
{
grid = new int[10][20];

for(int i = 0; i < 10; i ++)
{
for(int j = 0; j < 20; j ++)
{
grid[i][j] = Pieces.BLANK.getKey();
}
}

next_color = Pieces.createColor();
next_style = Style.createStyle();
over = false;

create_Piece();
}

public void createPiece(){...}
public void setPiece(){...}
public void removeRow(){...}
}

以及所有字段的 moveLeft、moveRight、moveDown、rotateLeft、rotateRight、printGame 以及 getter 和 setter。 Tetris 类中的所有方法都在控制台中进行了测试并且工作正常。这是我到目前为止所得到的输出。每次颜色都不同,我很确定我知道原因,但我很难思考如何根据俄罗斯方 block 类中创建的网格数组为每个单元格着色。

enter image description here

最佳答案

这纯粹是一个概念证明。

基本上,您已经有了游戏板的模型。您需要能够将其建模回屏幕。

我会将您的电路板模型包装在 TableModel 中,并与 TableCellRenderer 一起使用,让两者协同工作。

您需要做的就是当棋盘数据发生变化时相应地更新表模型。

如果你正确地编写了关系,边框将通知表模型,表模型将通知表。

enter image description here

import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Component;
import java.awt.EventQueue;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Enumeration;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JTable;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.table.AbstractTableModel;
import javax.swing.table.DefaultTableCellRenderer;
import javax.swing.table.TableColumn;

public class TetrisTable {

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

public TetrisTable() {
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 TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}

public class TestPane extends JPanel {

private JTable table;
private TetrisTabelModel model;
private int currentRow = 0;
private int blockHeight = 3;
private int blockWidth = 3;

public TestPane() {
model = new TetrisTabelModel();
table = new JTable(model);
table.setDefaultRenderer(Integer.class, new TetrisTabelCellRenderer());
table.setRowHeight(24);
Enumeration<TableColumn> columns = table.getColumnModel().getColumns();
while (columns.hasMoreElements()) {
TableColumn column = columns.nextElement();
column.setPreferredWidth(24);
column.setMinWidth(24);
column.setMaxWidth(24);
column.setWidth(24);
}
setLayout(new GridBagLayout());
add(table);

Timer timer = new Timer(500, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {

int col = (model.getColumnCount() - blockWidth) / 2;
int row = currentRow - blockHeight;
if (row + blockHeight >= model.getRowCount()) {
((Timer) e.getSource()).stop();
} else {
drawShape(row, col, 0);
currentRow++;
row = currentRow - blockHeight;
drawShape(row, col, 3);
}

}

public void drawShape(int row, int col, int color) {

for (int index = 0; index < blockHeight; index++) {

if (row >= 0 && row < model.getRowCount()) {

switch (index) {
case 0:
case 1:
model.setValueAt(color, row, col);
break;
case 2:
model.setValueAt(color, row, col);
model.setValueAt(color, row, col + 1);
model.setValueAt(color, row, col + 2);
break;
}

}
row++;

}
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
timer.start();

}
}

public class TetrisTabelModel extends AbstractTableModel {

private int[][] values;

public TetrisTabelModel() {
values = new int[20][10];
}

@Override
public int getRowCount() {
return values.length;
}

@Override
public int getColumnCount() {
return values[0].length;
}

@Override
public Class<?> getColumnClass(int columnIndex) {
return Integer.class;
}

@Override
public Object getValueAt(int rowIndex, int columnIndex) {
return values[rowIndex][columnIndex];
}

@Override
public void setValueAt(Object aValue, int rowIndex, int columnIndex) {
values[rowIndex][columnIndex] = (int) aValue;
fireTableCellUpdated(rowIndex, columnIndex);
}
}

public class TetrisTabelCellRenderer extends DefaultTableCellRenderer {

@Override
public Component getTableCellRendererComponent(JTable table, Object value, boolean isSelected, boolean hasFocus, int row, int column) {
super.getTableCellRendererComponent(table, "", false, false, row, column);
setOpaque(true);
if (value != null) {
if (value == 0) {
setBackground(Color.WHITE);
} else if (value == 1) {
setBackground(Color.RED);
} else if (value == 2) {
setBackground(Color.GREEN);
} else if (value == 3) {
setBackground(Color.BLUE);
} else if (value == 4) {
setBackground(Color.YELLOW);
}
} else {
setBackground(Color.DARK_GRAY);
}
return this;
}
}
}

关于java - 基于俄罗斯方 block 游戏创建的数组为 JTable 单元格着色,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15538237/

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