import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.Timer;
public class FinalFlappy implements ActionListener, MouseListener,
KeyListener
{
public static FinalFlappy finalFlappy;
public final int WIDTH = 800, HEIGHT = 800;
public FinalFlappyRend renderer;
public Rectangle bee;
public ArrayList<Rectangle> rect_column;
public int push, yMotion, score;
public boolean gameOver, started;
public Random rand;
public FinalFlappy()
{
JFrame jframe = new JFrame();
Timer timer = new Timer(16, this);
renderer = new FinalFlappyRend();
rand = new Random();
jframe.add(renderer);
jframe.setTitle("Flappy Bee");
jframe.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jframe.setSize(WIDTH, HEIGHT);
jframe.addMouseListener(this);
jframe.addKeyListener(this);
jframe.setResizable(false);
jframe.setVisible(true);
bee = new Rectangle(WIDTH / 2 - 10, HEIGHT / 2 - 10, 40, 40);
rect_column = new ArrayList<Rectangle>();
addColumn(true);
addColumn(true);
addColumn(true);
addColumn(true);
timer.start();
}
public void addColumn(boolean start)
{
int space = 300;
int width = 60;
int height = 50 + rand.nextInt(300);
if (start)
{
rect_column.add(new Rectangle(WIDTH + width + rect_column.size() * 300, HEIGHT - height - 120, width, height));
rect_column.add(new Rectangle(WIDTH + width + (rect_column.size() - 1) * 300, 0, width, HEIGHT - height - space));
}
else
{
rect_column.add(new Rectangle(rect_column.get(rect_column.size() - 1).x + 600, HEIGHT - height - 120, width, height));
rect_column.add(new Rectangle(rect_column.get(rect_column.size() - 1).x, 0, width, HEIGHT - height - space));
}
}
public void jump()
{
if (gameOver)
{
bee = new Rectangle(WIDTH / 2 - 10, HEIGHT / 2 - 10, 40, 40);
rect_column.clear();
yMotion = 0;
score = 0;
addColumn(true);
addColumn(true);
addColumn(true);
addColumn(true);
gameOver = false;
}
if (!started)
{
started = true;
}
else if (!gameOver)
{
if (yMotion > 0)
{
yMotion = 0;
}
yMotion -= 10;
}
}
@Override
public void actionPerformed(ActionEvent e)
{
int speed = 10;
push++;
if (started)
{
for (int i = 0; i < rect_column.size(); i++)
{
Rectangle column = rect_column.get(i);
column.x -= speed;
}
if (push % 2 == 0 && yMotion < 15)
{
yMotion += 2;
}
for (int i = 0; i < rect_column.size(); i++)
{
Rectangle column = rect_column.get(i);
if (column.x + column.width < 0)
{
rect_column.remove(column);
if (column.y == 0)
{
addColumn(false);
}
}
}
bee.y += yMotion;
for (Rectangle column : rect_column)
{
if (column.y == 0 && bee.x + bee.width / 2 > column.x + column.width / 2 - 10 && bee.x + bee.width / 2 < column.x + column.width / 2 + 10)
{
score++;
}
if (column.intersects(bee))
{
gameOver = true;
if (bee.x <= column.x)
{
bee.x = column.x - bee.width;
}
else
{
if (column.y != 0)
{
bee.y = column.y - bee.height;
}
else if (bee.y < column.height)
{
bee.y = column.height;
}
}
}
}
if (bee.y > HEIGHT - 120 || bee.y < 0)
{
gameOver = true;
}
if (bee.y + yMotion >= HEIGHT - 120)
{
bee.y = HEIGHT - 120 - bee.height;
gameOver = true;
}
}
renderer.repaint();
}
public void paintColumn(Graphics g, Rectangle column)
{
g.setColor(Color.green.darker());
g.fillRect(column.x, column.y, column.width, column.height);
g.fillRect(column.x-20, column.y+column.height-10, column.width+40, 10);
g.fillRect(column.x-20, column.y-10, column.width+40, 10);
}
public void repaint(Graphics g)
{
g.setColor(new Color(153,204,255));
g.fillRect(0, 0, WIDTH, HEIGHT);
g.setColor(new Color(255,255,255));
g.fillOval(50, 50, 100, 100);
g.setColor(Color.YELLOW);
g.fillOval(600, 50, 100, 100);
g.setColor(new Color(156,93,82));
g.fillRect(0, HEIGHT - 120, WIDTH, 120);
g.setColor(new Color(128,255,0));
g.fillRect(0, HEIGHT - 120, WIDTH, 20);
g.setColor(Color.YELLOW);
g.fillRect(bee.x, bee.y, bee.width, bee.height);
for (Rectangle column : rect_column)
{
paintColumn(g, column);
}
g.setColor(Color.white);
g.setFont(new Font("Times New Roman", 1, 100));
if (!started)
{
g.drawString("Push A to start", 100, HEIGHT / 2 - 50);
}
if (gameOver)
{
g.drawString("Game Over", 100, HEIGHT / 2 - 50);
g.drawString("A to replay", 100, HEIGHT / 2 + 90);
}
}
public static void main(String[] args)
{
finalFlappy = new FinalFlappy();
}
@Override
public void mouseClicked(MouseEvent e)
{
jump();
}
@Override
public void keyReleased(KeyEvent e)
{
if (e.getKeyCode() == KeyEvent.VK_A)
{
jump();
}
}
@Override
public void mousePressed(MouseEvent e)
{
}
@Override
public void mouseReleased(MouseEvent e)
{
}
@Override
public void mouseEntered(MouseEvent e)
{
}
@Override
public void mouseExited(MouseEvent e)
{
}
@Override
public void keyTyped(KeyEvent e)
{
}
@Override
public void keyPressed(KeyEvent e)
{
}
}
import java.awt.Graphics;
import javax.swing.JPanel;
public class FinalFlappyRend extends JPanel
{
@Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
FinalFlappy.finalFlappy.repaint(g);
}
}
I am working on making a Flappy bird game and I am stuck on how to make and display a timer that updates every second onto the screen How do I make it start as the game starts and end as the game over pops up?
There are a few ways you might achieve what you're asking. The important thing to remember is, any solution is going to have a degree of drift, meaning that it's unlikely to absolutely accurate, the degree of drift will depend on a lot of factors, so just beware.
Timer
It's among the safest means for updating the UI on a regular basis, it's also useful if your main loop is already based on a Swing Timer
See How to Use Swing Timers for more details
Maintain some kind of counter within in your main loop. This assumes that you're using a separate thread (although you can do the same thing with a Swing Timer
) and are simply looping at some consistent rate
long tick = System.nanoTime();
long lastUpdate = -1;
while (true) {
long diff = System.nanoTime() - tick;
long seconds = TimeUnit.SECONDS.convert(diff, TimeUnit.NANOSECONDS);
if (seconds != lastUpdate) {
lastUpdate = seconds;
updateTimerLabel(seconds);
}
Thread.sleep(100);
}
This basically runs a while-loop
, which calculates the difference between a given point in time ( tick
) and now, if it's a "second" difference, it then updates the UI (rather than constantly updating the UI with the same value)
The updateTimerLabel
method basically updates the label with the specified time, but does so in a manner which is thread safe
protected void updateTimerLabel(long seconds) {
if (EventQueue.isDispatchThread()) {
timerLabel.setText(Long.toString(seconds));
} else {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
updateTimerLabel(seconds);
}
});
}
}
To make and display a timer that updates every second, Put this code in your main class:
private Timer timer = new Timer();
private JLabel timeLabel = new JLabel(" ", JLabel.CENTER);
timer.schedule(new UpdateUITask(), 0, 1000);
private class UpdateUITask extends TimerTask {
int nSeconds = 0;
@Override
public void run() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
timeLabel.setText(String.valueOf(nSeconds++));
}
});
}
}
The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.