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java - 如何使用 swing 组件向 JLabel 添加刷新计时器

转载 作者:行者123 更新时间:2023-12-02 02:05:45 26 4
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我正在创建一个迷宫游戏,并希望在游戏舞台上显示一个计时器。我尝试过使用 java.util,但它要求我摆脱我的 Swing 计时器。我怎样才能在游戏中添加一个令人耳目一新的计时器

此代码用于制作包含按钮 Pane 和游戏舞台的游戏框架。

import java.awt.CardLayout;
import java.awt.Color;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.HashSet;
import java.util.Set;

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

/**
* This class Holds the game pane that has the moving player. It also contains
* the GamePane
*
* @author 602052004
*
*/

public class GamePane extends JPanel implements ActionListener, KeyListener {// *change
// GamePane
// to
// GamePane
// This is were the game screen is made and the player is created.

static final long serialVersionUID = 1L;
JLabel player = new JLabel();
JLabel finish = new JLabel();
JFrame gameFrame;
int playerSpeed = 4;
int FPS = 40;
// This array holds my JLabels for the walls.I used it so that i can have a
// for loop with an index for the labels.
JLabel[] walls = new JLabel[3];
{

walls[0] = new JLabel();
walls[1] = new JLabel();
walls[2] = new JLabel();

}
private final Set<Integer> keys = new HashSet<>();

// The keys set holds the keys being pressed

public static void main(String[] args) {
// Open the GUI window
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
// Create a new object and
// run its go() method
new GamePane().go();
}
});
}

GamePane() {
// Run the parent class constructor
super();
// Allow the panel to get focus
setFocusable(true);
// Don't let keys change the focus

}

/**
* This method creates the gameFrame and sets its layout to a cardlayout.It
* then proceeds the set up the GameFrame.The gameFrame contains the button
* pane and the gameStage
*
* The walls are an array and are used to create an index which is then used
* for the collisions.I set up the walls location here
*/
protected void go() {
setLayout(new CardLayout());
// Setup the window
gameFrame = new JFrame();
// Add this panel to the window
gameFrame.setLayout(new CardLayout());
gameFrame.add(this, "main");
gameFrame.setContentPane(this);

// Set's the window properties
gameFrame.setTitle("main");
gameFrame.setSize(800, 600);
gameFrame.setResizable(false);
gameFrame.setLocationRelativeTo(null);
gameFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
gameFrame.setVisible(true);
gameFrame.add(new ButtonPane(gameFrame), "buttons");
// Creates the new JPanel that will hold the game.
JPanel gamestage = new JPanel();
gamestage.setBackground(Color.darkGray);
gameFrame.add(gamestage, "game");
gamestage.setLayout(null);
// *Move the setup of the player and the timer under the walls
// Get a sample of collisions going so that i can do it over the weekend
// Setup the movable box
player.setBounds(25, 25, 20, 20);
player.setVisible(true);
player.setBackground(Color.red);
// Opaque makes the background visible
player.setOpaque(true);

// Setup the key listener
addKeyListener(this);
// Null layout allows moving objects!!!
gamestage.add(player);
// Set the timer
Timer tm = new Timer(1000 / FPS, this);
tm.start();

walls[0].setBounds(10, 15, 10, 480);// left height
walls[0].setVisible(true);
walls[0].setBackground(Color.white);
walls[0].setOpaque(true);
gamestage.add(walls[0]);

walls[1].setBounds(10, 10, 490, 10);// top width
walls[1].setVisible(true);
walls[1].setBackground(Color.white);
walls[1].setOpaque(true);
gamestage.add(walls[1]);

// wall3.setBounds(x, y, width, height);
walls[2].setBounds(10, 100, 100, 10);
walls[2].setVisible(true);
walls[2].setBackground(Color.white);
walls[2].setOpaque(true);
gamestage.add(walls[2]);



finish.setBounds(30, 455, 20, 20); // *make the game change to the main
// screen when finished
// Add a timer
finish.setVisible(true);
finish.setBackground(Color.LIGHT_GRAY);
finish.setOpaque(true);
gamestage.add(finish);

}

/**
* Check if two JLabel objects are touching
*
* @param a
* The first JLabel
* @param b
* The second JLabel
* @return true if the JLabels are touching
*/
public boolean areColliding(JLabel a, JLabel b) {
return a.getBounds().intersects(b.getBounds());
}

/**
* this method makes the player move. It takes the players speed and
* subtracts or adds the player speed to the current position of the player.
* It also figures out were the player is at currently aswell.
*
* @param arg0
*/
@Override
public void actionPerformed(ActionEvent arg0) {
// Move up if W is pressed
if (keys.contains(KeyEvent.VK_W)) {
player.setLocation(player.getX(), player.getY() - playerSpeed);
}
// Move right if D is pressed
if (keys.contains(KeyEvent.VK_D)) {
player.setLocation(player.getX() + playerSpeed, player.getY());
}
// Move down if S is pressed
if (keys.contains(KeyEvent.VK_S)) {
player.setLocation(player.getX(), player.getY() + playerSpeed);
}
// Move left if A is pressed
if (keys.contains(KeyEvent.VK_A)) {
player.setLocation(player.getX() - playerSpeed, player.getY());
}

for (int i = 0; i < walls.length; i++) {
// I created a for loop instead
// of a do loop because the for
// loop would have been a lot
// simpler to manage

if (areColliding(walls[i], player)) { // Reposition the target
int newX = (int) (25);
int newY = (int) (25);
player.setLocation(newX, newY);

}
}

if (areColliding(finish, player)) {
// Reposition the target
int newX = 25;
int newY = 25;
player.setLocation(newX, newY);
CardLayout layout = (CardLayout) gameFrame.getContentPane()
.getLayout();
layout.show(gameFrame.getContentPane(), "buttons");
}
}

@Override
public void keyPressed(KeyEvent e) {
// Add the key to the list
// of pressed keys
if (!keys.contains(e.getKeyCode())) {
keys.add(e.getKeyCode());
}
}

@Override
public void keyReleased(KeyEvent e) {
// Remove the key from the
// list of pressed keys
keys.remove((Integer) e.getKeyCode());
}

@Override
public void keyTyped(KeyEvent e) {
}

}

此代码在按下按钮时显示游戏 Pane

/**
* This pane contains the button and sets up the button pane
*/
import java.awt.CardLayout;
import java.awt.Color;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;

import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;

public class ButtonPane extends JPanel {

private JButton startBTN;// Calls the JButton
JFrame game;

public ButtonPane(JFrame g) {
game = g;
setLayout(new GridBagLayout());
setBackground(Color.gray);// Sets the menu stages color blue
startBTN = new JButton("Game");// Creates a new button
add(startBTN);// Adds the button on the startStage

startBTN.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
if (game.getContentPane().getLayout() instanceof CardLayout) {
CardLayout layout = (CardLayout) getParent().getLayout();
layout.show(game.getContentPane(), "game");

}
}
});
}

}

最佳答案

好的,现在您已经有了一个 Timer,它每秒运行 1000/FPS 次,很酷。您真正需要的只是计算两个时间点之间的差异,令人惊讶的是,这非常简单。

首先定义“开始时间”

private Instant startTime;

在您需要它之前,这将是null。当您想启动计时器时,请使用 startTime = Instant.now();

startTime != null时,你想计算它与现在的差值...

Duration runningTime = Duration.between(startTime, Instant.now());

现在可以告诉您计时器已经运行了多长时间。

接下来,我们需要做出一些决定,例如计时器耗尽时该怎么做,但为此,我们实际上需要知道计时器应该运行多长时间...

private Duration timeOutDuration = Duration.ofSeconds(5);

这只是设置了 5 秒的超时,您可以使用您想要的任何范围。

这样我们就可以计算计时器的剩余时间......

Duration timeRemainig = timeOutDuration.minus(runningTime);

然后决定要做什么......

if (timeRemainig.isNegative() || timeRemainig.isZero()) {
// Time has run out...
// startTime = null; // stop the timer
} else {
// Update the UI
}

Java 8 中引入的日期/时间 API 非常强大且灵活(并且当您了解它时会很有趣)

解决方案可能开始看起来像......

private Duration timeOutDuration = Duration.ofSeconds(5);
private Instant startTime; // Set this when you're ready to start the timer

@Override
public void actionPerformed(ActionEvent arg0) {
if (startTime != null) {
Duration runningTime = Duration.between(startTime, Instant.now());
Duration timeRemainig = timeOutDuration.minus(runningTime);
if (timeRemainig.isNegative() || timeRemainig.isZero()) {
// Time has run out...
// startTime = null; // stop the timer
} else {
// Update the UI
}
}

格式化输出的Duration通常看起来像......

long hours = timeRemainig.toHours();
long mins = timeRemainig.minusHours(hours).toMinutes();

// Or if you're lucky enough to be using Java 9+
//String formatted = String.format("%dhrs %02dmins", duration.toHours(), duration.toMinutesPart());
String formatted = String.format("%dhrs %02dmins", hours, mins);

或类似,取决于您想要的格式

Why use this approach instead of some "counter"

简单,( super )准确。 Timer 仅保证“至少”间隔,也就是说,它将延迟不少于应用的值,这意味着随着时间的推移可能会引入“拖拽”,从而导致计数器掉落的同步。当然,在短时间内,这可能不是什么大问题,但既然有一种( super 简单)更好的方法来做到这一点,为什么不利用它呢。

该解决方案也非常灵活,适用于广泛的类似问题。我将上述概念用作基于时间的动画的一部分,通常会产生更出色的整体结果。

关于java - 如何使用 swing 组件向 JLabel 添加刷新计时器,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50824562/

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