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Java Swing计时器和动画:如何将其组合在一起

[英]Java Swing Timer and Animation: how to put it together

我将重新发布此问题,以使其更加精确,希望我能得到一些帮助,因为这使我发疯。 我正在开发一个最多可容纳6名玩家的棋盘游戏,每个玩家都有一个不同的彩色棋子。 我将以下图像加载到BufferedImage数组中,将其视为精灵:

在此处输入图片说明

这是相对的代码,将每个有色骰子的每个面放在BufferedImage []中的某个位置:

private BufferedImage[] initAnimationBuffer() {
    BufferedImage[] result = new BufferedImage[36];
    for (int i = 0; i < 6; i++) {
        for (int j = i; j < 6 + i; j++)
            result[i + j] = DieSprite.getSprite(j, i, 0);

    }

    return result;
}

然后,根据玩家的颜色,每个玩家还将具有以下矩阵,该矩阵包含根据获得的骰子值/位置的其颜色的面孔。 换句话说,此矩阵包含图像的“一行”,并按值索引:

private BufferedImage[][] initExactDieFaces() {
    BufferedImage[][] result = new BufferedImage[6][1];
    int row = -1;
    String myColor = this.coreGame.getMyPartecipant().getColor();
    if (myColor.equals(Constants.COLOR[0])) {
        row = 0;
    } else if (myColor.equals(Constants.COLOR[1])) {
        row = 2;
    } else if (myColor.equals(Constants.COLOR[2])) {
        row = 4;
    } else if (myColor.equals(Constants.COLOR[3])) {
        row = 1;
    } else if (myColor.equals(Constants.COLOR[4])) {
        row = 5;
    } else if (myColor.equals(Constants.COLOR[5])) {
        row = 3;
    }
    int offset = 0;
    for (int i = 0; i < 6; i++) {
        result[i][0] = DieSprite.getSprite(row, i, offset);
        offset += 2;
    }
    return result;
}

我想要的是以下内容:-当按下“翻转模具”按钮时,我希望(例如)在JPanel内的特定JLabel中显示20个随机模具表面(它们应从第一个数组AnimationBuffer中获取) -上一个动画完成后,我希望显示骰子启动的获得结果(根据从ExcatDieFaces中获取的颜色棋子)。

要了解这一点,我知道我需要Swing计时器,但是我无法将它们全部放在一起。 这是startAnimationDie方法的一些代码,当按下“ flip die”按钮时会调用该代码:

private void startAnimationDie(final JPanel dieContainer) {

  final BufferedImage[] animationBuffer = initAnimationBuffer();
  final BufferedImage[][] exactDieFaces = initExactDieFaces();
  final AnimationSprite animation = new AnimationSprite(
                    animationBuffer, Constants.DIE_ANIMATION_SPEED);

  /* getting launch value fromt the core Game */
  int launchResult = coreGame.launchDie();
  coreGame.getMyPartecipant().setLastLaunch(launchResult);

  final Timer timer = new Timer(250, new ActionListener() {

  @Override
  public void actionPerformed(ActionEvent e) {

     dieContainer.removeAll();
     dieContainer.updateUI();
     animation.start();
     JLabel resultDie = new JLabel();
     resultDie.setBounds(60, 265, Constants.DIE_SIZE,Constants.DIE_SIZE);
     resultDie.setIcon(new ImageIcon(animationBuffer[new Random().nextInt(36)]));
     dieContainer.add(resultDie);
     dieContainer.updateUI();
     updateUI();
     repaint();

    }
  });

/* animation begins, rolling faces are shown each time the Timer ends*/
for(int i = 0; i<20; i++) 
  timer.start()

/* showing the final face according to the pawn color and the obtained result from the launch */

dieContainer.removeAll();
dieContainer.updateUI();
AnimationSprite resultAnimation = new AnimationSprite(exactDieFaces[launchResult - 1], 6);
resultAnimation.start(); 
resultAnimation.update();
resultDie.setIcon(new ImageIcon(exactDieFaces[launchResult - 1][0]));
resultDie.setBounds(60, 265, Constants.DIE_SIZE, Constants.DIE_SIZE);
dieContainer.add(resultDie);
dieContainer.updateUI();
dieContainer.repaint();

}

我该如何运作? 我认为我应该使用Swing.invokeAndWait,但是我无法将所有内容放在一起...您能帮忙吗?

  1. 不要调用updateUI ,除非您要安装外观,否则不会按照您认为的那样做(这是非常低效的)
  2. 不要每次都重新构建UI,这是一项耗时的工作,这将使动画看起来停滞不前和交错,并且可能闪烁很多。 相反,只需更新标签的icon属性
  3. 使用单个Timer ,允许它增加一个计数器,这样您就知道它被调用了多少次,并在每个刻度上更新了骰子滚动和计数器。

Timer视为一种循环,在每次迭代(滴答)中,您需要做一些事情(例如增加计数器)

死

(注意-当模具看起来已经“停滞”时,这是因为图像显示的顺序要多于一次。您可以通过将所有图像放入List并使用Collections.shuffle来解决这个问题。执行三次) ,将结果添加到另一个List应该会给您24个无重复的序列(好的,它可能会在边界上重复,但是最好使用Math.random ;))

import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;

public class Test {

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

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

    public class TestPane extends JPanel {

        private BufferedImage[] dice = new BufferedImage[6];
        private JLabel die;

        public TestPane() {
            try {
                BufferedImage img = ImageIO.read(new File("/Users/swhitehead/Documents/Die.png"));
                int width = 377 / 6;
                for (int index = 0; index < 6; index++) {
                    dice[index] = img.getSubimage(width * index, 0, width, width);
                }
            } catch (IOException ex) {
                ex.printStackTrace();
            }
            setLayout(new GridBagLayout());
            GridBagConstraints gbc = new GridBagConstraints();
            gbc.gridwidth = GridBagConstraints.REMAINDER;
            die = new JLabel(new ImageIcon(dice[0]));
            add(die, gbc);

            JButton roll = new JButton("Roll");
            add(roll, gbc);

            roll.addActionListener(new ActionListener() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    roll.setEnabled(false);
                    Timer timer = new Timer(250, new ActionListener() {
                        private int counter;
                        private int lastRoll;
                        @Override
                        public void actionPerformed(ActionEvent e) {
                            if (counter < 20) {
                                counter++;
                                lastRoll = (int)(Math.random() * 6);
                                System.out.println(counter + "/" + lastRoll);
                                die.setIcon(new ImageIcon(dice[lastRoll]));
                            } else {
                                lastDieRollWas(lastRoll);
                                ((Timer)e.getSource()).stop();
                                roll.setEnabled(true);
                            }
                        }
                    });
                    timer.start();
                }
            });
        }

        protected void lastDieRollWas(int roll) {
            System.out.println("You rolled " + (roll + 1));
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(200, 200);
        }

    }

}

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