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Java,在同一面板声明中创建的4个面板中的1个面板上更改标签文本

[英]Java, Change label Text on 1 of 4 panels created from the same panel declaration

I have Four Panels being dynamically created from a single panel "Mold" each panel has different information on it being set from an array. 我有四个面板是从单个面板“模具”动态创建的,每个面板具有从数组设置的不同信息。 Problem is that when the information updates only the last panel in the set changes. 问题是,当信息更新时,集合中的最后一个面板才会更改。

Example: there is a MovesLeft label that shows obviously the number of moves left. 示例:有一个MovesLeft标签,可以清楚地显示剩余的移动数量。 As the number goes down the number listed for that player should change, each player having their own panel. 随着人数的减少,为该玩家列出的人数应更改,每个玩家都有自己的面板。 Currently only the last panel's Moveleft Label changes and changes for any player who moves not just the last Player. 当前,只有最后一个面板的“向左移动标签”会发生变化,并且对于仅移动最后一个Player的任何玩家都会发生变化。 So if Player 1 uses up all his moves it will show 0 on Player 4's panel rather than on player 1's Panel. 因此,如果玩家1用尽了所有移动,它将在玩家4的面板上显示0,而不是在玩家1的面板上显示0。

Question: is there a way for me to specify which of the four instances of the label I want to change so that the correct player's info gets updated? 问题:我可以通过某种方式指定要更改标签的四个实例中的哪一个,以便更新正确的玩家信息?

Panel Set up 面板设置

    protected JComponent makeTextPanel(String text) {
    JPanel panel = new JPanel(false);
    //panel.add(filler);
    panel.setLayout(new GridBagLayout());
    GridBagConstraints c = new GridBagConstraints();

    name = new JLabel(minirpg.MiniRPG.players.get(setupPlayerIndex).getName());
    c.insets = new Insets(5, 5, 5, 5);
    c.gridx = 0;
    c.gridy = 1;
    c.gridwidth = 2;
    panel.add(name, c);

    icon = new JLabel(MiniRPG.players.get(setupPlayerIndex).getIcon());
    c.gridx = 1;
    c.gridy = 2;
    panel.add(icon, c);

    lblClass = new JLabel("Class:");
    c.gridx = 1;
    c.gridy = 3;
    c.gridwidth = 1;
    panel.add(lblClass, c);

    pClass = new JLabel(MiniRPG.players.get(setupPlayerIndex).getclass());
    c.gridx = 2;
    c.gridy = 3;
    panel.add(pClass, c);

    lblRole = new JLabel("Role:");
    c.gridx = 1;
    c.gridy = 4;
    panel.add(lblRole, c);

    role = new JLabel(MiniRPG.players.get(setupPlayerIndex).getRole());
    c.gridx = 2;
    c.gridy = 4;
    panel.add(role, c);

    dash = new JLabel("--------------------STATS--------------------");
    c.gridwidth = 4;
    c.gridx = 1;
    c.gridy = 5;
    panel.add(dash, c);

    lblStr = new JLabel("Strengh:");
    c.gridwidth = 2;
    c.gridx = 1;
    c.gridy = 6;
    panel.add(lblStr, c);

    str = new JLabel(Integer.toString(
            minirpg.MiniRPG.players.get(setupPlayerIndex).getStr()));
    //c.insets = new Insets(5, 5, 5, 5);
    c.gridwidth = 1;
    c.gridx = 3;
    c.gridy = 6;
    panel.add(str, c);

    lblDex = new JLabel("Dexterity:");
    c.gridwidth = 2;
    c.gridx = 1;
    c.gridy = 7;
    panel.add(lblDex, c);

    dex = new JLabel(Integer.toString(
            minirpg.MiniRPG.players.get(setupPlayerIndex).getDex()));
    c.gridwidth = 1;
    c.gridx = 3;
    c.gridy = 7;
    panel.add(dex, c);

    lblEnd = new JLabel("Endurance:");
    c.gridwidth = 2;
    c.gridx = 1;
    c.gridy = 8;
    panel.add(lblEnd, c);

    end = new JLabel(Integer.toString(
            minirpg.MiniRPG.players.get(setupPlayerIndex).getEnd()));
    c.gridwidth = 1;
    c.gridx = 3;
    c.gridy = 8;
    panel.add(end, c);

    lblDex = new JLabel("Wisdom:");
    c.gridwidth = 2;
    c.gridx = 1;
    c.gridy = 9;
    panel.add(lblDex, c);

    wiz = new JLabel(Integer.toString(
            minirpg.MiniRPG.players.get(setupPlayerIndex).getWis()));
    c.gridwidth = 1;
    c.gridx = 3;
    c.gridy = 9;
    panel.add(wiz, c);

    lblHp = new JLabel("HP: ");
    c.gridx = 1;
    c.gridy = 10;
    panel.add(lblHp, c);


    health = new JLabel(Integer.toString(
            minirpg.MiniRPG.players.get(setupPlayerIndex).getHp()));
    c.gridx = 2;
    c.gridy = 10;
    panel.add(health, c);

    lblMoves = new JLabel("Moves Left: ");
    c.gridx = 1;
    c.gridy = 11;
    panel.add(lblMoves, c);

    movesLeft = new JLabel(Integer.toString(
            MiniRPG.players.get(setupPlayerIndex).getMoves()));
    c.gridx = 2;
    c.gridy = 11;
    panel.add(movesLeft, c);

    dash = new JLabel("--------------------SKILLS--------------------");
    c.gridwidth = 4;
    c.gridx = 1;
    c.gridy = 12;
    panel.add(dash, c);

    lblSkill1 = new JLabel("Skill 1:");
    c.gridwidth = 1;
    c.gridx = 1;
    c.gridy = 13;
    panel.add(lblSkill1, c);

    skill1 = new JButton(MiniRPG.players.get(setupPlayerIndex).getSkill1());
    c.gridx = 2;
    c.gridy = 13;
    panel.add(skill1, c);

    lblSkill2 = new JLabel("Skill 2:");
    c.gridx = 1;
    c.gridy = 14;
    panel.add(lblSkill2, c);

    skill2 = new JButton(MiniRPG.players.get(setupPlayerIndex).getSkill2());
    c.gridx = 2;
    c.gridy = 14;
    panel.add(skill2, c);
    skill2.setEnabled(false);

    lblSkill3 = new JLabel("Skill 3:");
    c.gridx = 1;
    c.gridy = 15;
    panel.add(lblSkill3, c);

    skill3 = new JButton(MiniRPG.players.get(setupPlayerIndex).getSkill3());
    c.gridx = 2;
    c.gridy = 15;
    panel.add(skill3, c);
    skill3.setEnabled(false);

    lblSkill4 = new JLabel("Skill 4:");
    c.gridx = 1;
    c.gridy = 16;
    panel.add(lblSkill4, c);

    skill4 = new JButton(MiniRPG.players.get(setupPlayerIndex).getSkill4());
    c.gridx = 2;
    c.gridy = 16;
    panel.add(skill4, c);
    skill4.setEnabled(false);        

    skill1.addActionListener(e);
    skill2.addActionListener(e);
    skill3.addActionListener(e);
    skill4.addActionListener(e);

    return panel;
}

How the Panel is added to the GUI 如何将面板添加到GUI

final JTabbedPane characterInfoPane = new JTabbedPane();
    while (setupPlayerIndex < 4) {
        JComponent panel = makeTextPanel("");
        characterInfoPane.addTab(minirpg.MiniRPG.players.get(setupPlayerIndex).getName(), null, panel,
                "");
        setupPlayerIndex++;
    }

how I am currently trying to change the relavent Label where x is the selected Player 我目前如何尝试更改relavent标签,其中x是选定的播放器

movesLeft.setText(Integer.toString(MiniRPG.players.get(x).getMoves()));

please let me know if addition code is needed to Answer this Question of if it is possible to do what im looking for. 请让我知道是否需要附加代码来回答这个问题,如果有可能做我正在寻找的。

Every time you create a new text pane, you are reassign the variable references. 每次创建新的文本窗格时,都会重新分配变量引用。 That is, movesLeft will ALWAYS refer to the last panel you created. 也就是说, movesLeft将始终引用您创建的最后一个面板。

Rather then creating the panels in the makeTextPane , I would create a custom panel that contained all the information that makeTextPane produces. 而不是在makeTextPane创建面板,而是创建一个自定义面板,其中包含makeTextPane产生的所有信息。

I would then make setters & getters for all the relevent information you need to get and update. 然后,我将为需要获取和更新的所有相关信息进行设置和获取。

For example 例如

protected class TextPane extends JPanel {

    private JLabel name;
    private JLabel icon;
    private JLabel lblClass;
    private JLabel pClass;
    private JLabel lblRole;
    private JLabel role;
    private JLabel lblStr;
    private JLabel str;
    private JLabel lblDex;
    private JLabel dex;
    private JLabel lblEnd;
    private JLabel end;
    private JLabel wiz;
    private JLabel lblHp;
    private JLabel health;
    private JLabel lblMoves;
    private JLabel movesLeft;
    private JLabel lblSkill1;
    private JButton skill1;
    private final JLabel lblSkill2;
    private final JButton skill2;
    private final JLabel lblSkill3;
    private final JButton skill3;
    private final JLabel lblSkill4;
    private final JButton skill4;

    public TextPane() {

        //add(filler);
        setLayout(new GridBagLayout());
        GridBagConstraints c = new GridBagConstraints();

        JLabel dash;

        name = new JLabel(MiniRPG.MiniRPG.players.get(setupPlayerIndex).getName());
        c.insets = new Insets(5, 5, 5, 5);
        c.gridx = 0;
        c.gridy = 1;
        c.gridwidth = 2;
        add(name, c);

        icon = new JLabel(MiniRPG.players.get(setupPlayerIndex).getIcon());
        c.gridx = 1;
        c.gridy = 2;
        add(icon, c);

        lblClass = new JLabel("Class:");
        c.gridx = 1;
        c.gridy = 3;
        c.gridwidth = 1;
        add(lblClass, c);

        pClass = new JLabel(MiniRPG.players.get(setupPlayerIndex).getclass());
        c.gridx = 2;
        c.gridy = 3;
        add(pClass, c);

        lblRole = new JLabel("Role:");
        c.gridx = 1;
        c.gridy = 4;
        add(lblRole, c);

        role = new JLabel(MiniRPG.players.get(setupPlayerIndex).getRole());
        c.gridx = 2;
        c.gridy = 4;
        add(role, c);

        dash = new JLabel("--------------------STATS--------------------");
        c.gridwidth = 4;
        c.gridx = 1;
        c.gridy = 5;
        add(dash, c);

        lblStr = new JLabel("Strengh:");
        c.gridwidth = 2;
        c.gridx = 1;
        c.gridy = 6;
        add(lblStr, c);

        str = new JLabel(Integer.toString(
                MiniRPG.MiniRPG.players.get(setupPlayerIndex).getStr()));
        //c.insets = new Insets(5, 5, 5, 5);
        c.gridwidth = 1;
        c.gridx = 3;
        c.gridy = 6;
        add(str, c);

        lblDex = new JLabel("Dexterity:");
        c.gridwidth = 2;
        c.gridx = 1;
        c.gridy = 7;
        add(lblDex, c);

        dex = new JLabel(Integer.toString(
                MiniRPG.MiniRPG.players.get(setupPlayerIndex).getDex()));
        c.gridwidth = 1;
        c.gridx = 3;
        c.gridy = 7;
        add(dex, c);

        lblEnd = new JLabel("Endurance:");
        c.gridwidth = 2;
        c.gridx = 1;
        c.gridy = 8;
        add(lblEnd, c);

        end = new JLabel(Integer.toString(
                MiniRPG.MiniRPG.players.get(setupPlayerIndex).getEnd()));
        c.gridwidth = 1;
        c.gridx = 3;
        c.gridy = 8;
        add(end, c);

        lblDex = new JLabel("Wisdom:");
        c.gridwidth = 2;
        c.gridx = 1;
        c.gridy = 9;
        add(lblDex, c);

        wiz = new JLabel(Integer.toString(
                MiniRPG.MiniRPG.players.get(setupPlayerIndex).getWis()));
        c.gridwidth = 1;
        c.gridx = 3;
        c.gridy = 9;
        add(wiz, c);

        lblHp = new JLabel("HP: ");
        c.gridx = 1;
        c.gridy = 10;
        add(lblHp, c);


        health = new JLabel(Integer.toString(
                MiniRPG.MiniRPG.players.get(setupPlayerIndex).getHp()));
        c.gridx = 2;
        c.gridy = 10;
        add(health, c);

        lblMoves = new JLabel("Moves Left: ");
        c.gridx = 1;
        c.gridy = 11;
        add(lblMoves, c);

        movesLeft = new JLabel(Integer.toString(
                MiniRPG.players.get(setupPlayerIndex).getMoves()));
        c.gridx = 2;
        c.gridy = 11;
        add(movesLeft, c);

        dash = new JLabel("--------------------SKILLS--------------------");
        c.gridwidth = 4;
        c.gridx = 1;
        c.gridy = 12;
        add(dash, c);

        lblSkill1 = new JLabel("Skill 1:");
        c.gridwidth = 1;
        c.gridx = 1;
        c.gridy = 13;
        add(lblSkill1, c);

        skill1 = new JButton(MiniRPG.players.get(setupPlayerIndex).getSkill1());
        c.gridx = 2;
        c.gridy = 13;
        add(skill1, c);

        lblSkill2 = new JLabel("Skill 2:");
        c.gridx = 1;
        c.gridy = 14;
        add(lblSkill2, c);

        skill2 = new JButton(MiniRPG.players.get(setupPlayerIndex).getSkill2());
        c.gridx = 2;
        c.gridy = 14;
        add(skill2, c);
        skill2.setEnabled(false);

        lblSkill3 = new JLabel("Skill 3:");
        c.gridx = 1;
        c.gridy = 15;
        add(lblSkill3, c);

        skill3 = new JButton(MiniRPG.players.get(setupPlayerIndex).getSkill3());
        c.gridx = 2;
        c.gridy = 15;
        add(skill3, c);
        skill3.setEnabled(false);

        lblSkill4 = new JLabel("Skill 4:");
        c.gridx = 1;
        c.gridy = 16;
        add(lblSkill4, c);

        skill4 = new JButton(MiniRPG.players.get(setupPlayerIndex).getSkill4());
        c.gridx = 2;
        c.gridy = 16;
        add(skill4, c);
        skill4.setEnabled(false);

        skill1.addActionListener(e);
        skill2.addActionListener(e);
        skill3.addActionListener(e);
        skill4.addActionListener(e);

    }

    public void setMovesLeft(int value) {
        movesLeft.setText(Integer.toString(value));
    }

}

I would then keep a separate reference of each pane when I create it 然后,在创建每个窗格时,我将保留一个单独的引用

final JTabbedPane characterInfoPane = new JTabbedPane();

TextPane[] textPanes = new TextPane[4];
while (setupPlayerIndex < 4) {
    textPanes[setupPlayerIndex] = new TextPane();
    characterInfoPane.addTab(minirpg.MiniRPG.players.get(setupPlayerIndex).getName(), null, textPanes[setupPlayerIndex],
            "");
    setupPlayerIndex++;
}

This would then allow me to change a particular players moves simply by access setter of the TextPane 然后,这将允许我仅通过TextPane访问设置器来更改特定玩家的动作

textPanes[x].setMovesLeft(MiniRPG.players.get(x).getMoves());

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