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无法重绘我的JFrame / JPanel

[英]Can't repaint my JFrame/JPanel

I have created a program that just moves a ball across a screen. 我创建了一个程序,可以在屏幕上移动一个球。 I used to have it all in one class, but decided that it looked too messy so I split it up into three different classes: Main... initializes everything, Game... which paints everything and is a JPanel, and AL which is a KeyListener (which is also where the problem is). 我以前把所有内容都放在一个类中,但认为它看起来太乱了,所以我将其分为三个不同的类:Main ...初始化所有内容,Game ...绘制所有内容并为一个JPanel,AL则为一个KeyListener(这也是问题所在)。 The problem is that I can't get the program to repaint from my AL class no matter what I try to pass into it. 问题是,无论我尝试将其传递给我的类,我都无法从AL类获得重绘程序。 Can anyone help with this? 有人能帮忙吗? Here are my three classes: 这是我的三个班级:

import java.awt.Color;

import javax.swing.JFrame;

public class Main {
    static Game game;
    static JFrame frame;

public static void main(String[] args) {
    game = new Game();
    frame = new JFrame();

    frame.getContentPane().add(game);
    frame.addKeyListener(new AL(game, frame));
    frame.setTitle("Game");
    frame.setSize(500, 500);
    frame.setResizable(true);
    frame.setVisible(true);
    frame.setBackground(Color.BLACK);
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}

- --

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;

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

public class Game extends JPanel implements Runnable {
    int x, y, xCoord, yCoord;
    private Image dbImage;
    private Graphics dbg;
    JFrame frame;

public void changeCoord() {
    x += xCoord;
    y += yCoord;
    if (x <= 20) {
        x = 20;
    }
    if (x >= 480) {
        x = 480;
    }
    if (y <= 40) {
        y = 40;
    }
    if (y >= 480) {
        y = 480;
    }
}

public void setXCoord(int xcoord) {
    xCoord = xcoord;
}

public void setYCoord(int ycoord) {
    yCoord = ycoord;
}

public static void main(String[] args) {
    Game game = new Game();
    Thread t = new Thread(game);
    t.start();
}

public Game() {
    x = 250;
    y = 250;

}

@Override
public void paintComponent(Graphics g) {
    g.setColor(Color.GREEN);
    g.fillOval(x, y, 15, 15);
}

@Override
public void paint(Graphics g) {
    dbImage = createImage(getWidth(), getHeight());
    dbg = dbImage.getGraphics();
    paintComponent(dbg);
    g.drawImage(dbImage, 0, 0, this);
}

@Override
public void run() {
    try {
        while (true) {
            changeCoord();
            Thread.sleep(30);
        }
    } catch (Exception e) {
        System.out.println(e.getMessage());
    }
}

}

- --

import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;

import javax.swing.JFrame;

public class AL extends KeyAdapter {
    Game game;
    JFrame frame;

public AL(Game game, JFrame frame) {
    this.game = game;
    this.frame = frame;
}

@Override
public void keyPressed(KeyEvent e) {
    int keyCode = e.getKeyCode();
    if (keyCode == e.VK_LEFT) {
        game.setXCoord(-1);
    }
    if (keyCode == e.VK_RIGHT) {
        game.setXCoord(+1);
    }
    if (keyCode == e.VK_UP) {
        game.setYCoord(-1);
    }
    if (keyCode == e.VK_DOWN) {
        game.setYCoord(+1);
    }
    game.repaint();
}

@Override
public void keyReleased(KeyEvent e) {
    int keyCode = e.getKeyCode();
    if (keyCode == e.VK_LEFT) {
        game.setXCoord(0);
    }
    if (keyCode == e.VK_RIGHT) {
        game.setXCoord(0);
    }
    if (keyCode == e.VK_UP) {
        game.setYCoord(0);
    }
    if (keyCode == e.VK_DOWN) {
        game.setYCoord(0);
    }
    game.repaint();

}

}

Let's start with the obvious.... 让我们从显而易见的...开始。

This is problematic... 这是有问题的...

@Override
public void paintComponent(Graphics g) {
    g.setColor(Color.GREEN);
    g.fillOval(x, y, 15, 15);
}

@Override
public void paint(Graphics g) {
    dbImage = createImage(getWidth(), getHeight());
    dbg = dbImage.getGraphics();
    paintComponent(dbg);
    g.drawImage(dbImage, 0, 0, this);
}

There's no need to implement double buffering in Swing components, they already are. 现在已经不需要在Swing组件中实现双缓冲了。 Also, you're breaking the painting contract, by not call the paint methods super methods 另外,通过不将paint方法称为super方法,您正在破坏绘画合同

The whole thing should be... 整个事情应该是...

@Override
protected void paintComponent(Graphics g) {
    super.paintComponent(g);
    g.setColor(Color.GREEN);
    g.fillOval(x, y, 15, 15);
}

See Painting in AWT and Swing and Performing Custom Painting for more details 有关更多详细信息,请参见AWT中的绘画和摇摆执行自定义绘画

KeyListener is well known for been problematic. 众所周知, KeyListener存在问题。 It will only raise key events if the component it registered to is focuable AND has keyboard focus. 仅当注册到的组件可操作并且具有键盘焦点时,它才会引发键事件。 A JPanel by default, is not focusable. 默认情况下, JPanel不能聚焦。 Before you run of and try and make it focusable (and get bitterly disappointed), you should be using the Key Bindings API instead, which was designed to over come the limitations of KeyListener 在尝试并使其聚焦之前(令人非常失望),您应该改用Key Bindings API ,该API旨在KeyListener的局限性

As a basic example... 作为一个基本的例子...

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.KeyEvent;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;

public class Main {

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

    public Main() {
        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 Game());
                frame.pack();
                frame.setLocationRelativeTo(null);
                frame.setVisible(true);
            }
        });
    }

    public class Game extends JPanel {

        int x, y, xCoord, yCoord;

        public Game() {
            x = 250;
            y = 250;
            addKeyBinding(KeyEvent.VK_LEFT, "move.left", new MoveAction(this, -1, 0));
            addKeyBinding(KeyEvent.VK_RIGHT, "move.right", new MoveAction(this, 1, 0));
            addKeyBinding(KeyEvent.VK_UP, "move.up", new MoveAction(this, 0, -1));
            addKeyBinding(KeyEvent.VK_DOWN, "move.down", new MoveAction(this, 0, 1));
        }

        protected void addKeyBinding(int keyCode, String name, Action action) {
            addKeyBinding(KeyStroke.getKeyStroke(keyCode, 0), name, action);
        }

        protected void addKeyBinding(KeyStroke keyStroke, String name, Action action) {
            InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
            ActionMap actionMap = getActionMap();
            inputMap.put(keyStroke, name);
            actionMap.put(name, action);
        }

        public void changeCoord() {
            x += xCoord;
            y += yCoord;
            if (x <= 20) {
                x = 20;
            }
            if (x >= 480) {
                x = 480;
            }
            if (y <= 40) {
                y = 40;
            }
            if (y >= 480) {
                y = 480;
            }

            repaint();
        }

        public void setXCoord(int xcoord) {
            xCoord = xcoord;
            changeCoord();
        }

        public void setYCoord(int ycoord) {
            yCoord = ycoord;
            changeCoord();
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(480, 480);
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            g.setColor(Color.GREEN);
            g.fillOval(x, y, 15, 15);
        }

    }

    public class MoveAction extends AbstractAction {

        private int xDelta;
        private int yDelta;

        // I'd prefer an interface with just the "move" methods, but
        // that's more time I don't have
        private Game game;

        public MoveAction(Game game, int xDelta, int yDelta) {
            this.xDelta = xDelta;
            this.yDelta = yDelta;
            this.game = game;
        }

        @Override
        public void actionPerformed(ActionEvent e) {
            game.setXCoord(xDelta);
            game.setYCoord(yDelta);
        }

    }
}

But, wait, that isn't exactly what you want (trust me, I'm an anoymouse person on the Internet ;)), a better example might be... 但是,等等,这不完全是您想要的(相信我,我是互联网上的一个糊涂人;)),一个更好的例子可能是...

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.util.HashSet;
import java.util.Set;
import javax.swing.AbstractAction;
import javax.swing.Action;
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 Main {

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

    public Main() {
        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 Game());
                frame.pack();
                frame.setLocationRelativeTo(null);
                frame.setVisible(true);
            }
        });
    }

    public enum Direction {
        UP,
        LEFT,
        DOWN,
        RIGHT;
    }

    public class Game extends JPanel {

        int x, y, xCoord, yCoord;

        private Set<Direction> movement;

        public Game() {
            x = 250;
            y = 250;

            movement = new HashSet<>(4);

            addKeyPressedBinding(KeyEvent.VK_LEFT, "left.pressed", new MoveAction(movement, Direction.LEFT, true));
            addKeyReleasedBinding(KeyEvent.VK_LEFT, "left.released", new MoveAction(movement, Direction.LEFT, false));

            addKeyPressedBinding(KeyEvent.VK_RIGHT, "right.pressed", new MoveAction(movement, Direction.RIGHT, true));
            addKeyReleasedBinding(KeyEvent.VK_RIGHT, "right.released", new MoveAction(movement, Direction.RIGHT, false));

            addKeyPressedBinding(KeyEvent.VK_UP, "up.pressed", new MoveAction(movement, Direction.UP, true));
            addKeyReleasedBinding(KeyEvent.VK_UP, "up.released", new MoveAction(movement, Direction.UP, false));

            addKeyPressedBinding(KeyEvent.VK_DOWN, "down.pressed", new MoveAction(movement, Direction.DOWN, true));
            addKeyReleasedBinding(KeyEvent.VK_DOWN, "down.released", new MoveAction(movement, Direction.DOWN, false));

            Timer timer = new Timer(40, new ActionListener() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    changeCoord();
                }
            });
            timer.start();
        }

        protected void addKeyBinding(int keyCode, String name, Action action) {
            addKeyBinding(KeyStroke.getKeyStroke(keyCode, 0), name, action);
        }

        protected void addKeyPressedBinding(int keyCode, String name, Action action) {
            addKeyBinding(KeyStroke.getKeyStroke(keyCode, 0, false), name, action);
        }

        protected void addKeyReleasedBinding(int keyCode, String name, Action action) {
            addKeyBinding(KeyStroke.getKeyStroke(keyCode, 0, true), name, action);
        }

        protected void addKeyBinding(KeyStroke keyStroke, String name, Action action) {
            InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
            ActionMap actionMap = getActionMap();
            inputMap.put(keyStroke, name);
            actionMap.put(name, action);
        }

        public void changeCoord() {

            if (movement.contains(Direction.UP)) {
                y--;
            } else if (movement.contains(Direction.DOWN)) {
                y++;
            }
            if (movement.contains(Direction.LEFT)) {
                x--;
            } else if (movement.contains(Direction.RIGHT)) {
                x++;
            }

            x += xCoord;
            y += yCoord;
            if (x <= 20) {
                x = 20;
            }
            if (x >= 480) {
                x = 480;
            }
            if (y <= 40) {
                y = 40;
            }
            if (y >= 480) {
                y = 480;
            }

            repaint();
        }

        public void setXCoord(int xcoord) {
            xCoord = xcoord;
            changeCoord();
        }

        public void setYCoord(int ycoord) {
            yCoord = ycoord;
            changeCoord();
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(480, 480);
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            g.setColor(Color.GREEN);
            g.fillOval(x, y, 15, 15);
        }

    }

    public class MoveAction extends AbstractAction {

        private Set<Direction> movement;
        private Direction direction;
        private boolean pressed;

        public MoveAction(Set<Direction> movement, Direction direction, boolean pressed) {
            this.movement = movement;
            this.direction = direction;
            this.pressed = pressed;
        }

        @Override
        public void actionPerformed(ActionEvent e) {
            if (pressed) {
                movement.add(direction);
            } else {
                movement.remove(direction);
            }
        }

    }
}

What this does is simply activates a flag when a key is pressed (and deactivates it when it's released), then in a Swing Timer , we check which keys are "active" and update the location of the ball. 要做的只是在按下某个键时激活一个标志(并在释放键时将其禁用),然后在Swing Timer ,我们检查哪些键是“活动的”并更新球的位置。

What this does is, eliminates the key "stutter" which is caused by the OS when a key is first pressed and held. 这样做是消除了第一次按下并按住某个键时由操作系统引起的键“口吃”。 A delay is inserted between the first key and the repeated key events. 在第一个键和重复的键事件之间插入一个延迟。 Instead, we just turn the flag on and off as we like. 相反,我们只是根据需要打开和关闭该标志。

It also allows you to move in two directions at the same time (horizontally and vertically) 它还允许您同时在两个方向(水平和垂直)上移动

Have a look at Concurrency in Swing and How to use Swing Timers for more details 了解Swing中的并发性以及如何使用Swing计时器以了解更多详细信息

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