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如何绘制Java中以不同速度移动的多个objetc?

[英]How do I paint multiple objetcs that move at different speeds in Java?

我正在为课堂作业,以及后期作业,因为尽管进行了所有研究,但我似乎还是无法理解教材。 我是一个初学者,对Java的了解也不多。 另外,这是我的第一篇文章,因此在阅读本文时请原谅。

我正在使用我的教科书中的源代码进行构建,最近针对过去的作业进行了更新,但是现在我正在尝试生成一个类,该类绘制多个正方形并以不同的速度独立移动这些对象。 他们都将需要从墙壁上反弹。 我按照说明进行操作,并创建了两个数组,这些数组将保存1到10之间的x和y随机值。但是,我在数组上苦苦挣扎,并且我确定自己做得不好。 因此,我希望获得一些反馈,以查看是否设置正确。

我有一个jpanel向上拉并绘图,只要有1个正方形,它就可以很好地弹跳到墙壁上,但是当我画多个时,情况会发生变化。 它们不会独立移动,它们也共享相同的速度。 有些甚至不时消失。 这真的让我失望了。 感谢您的帮助!

简而言之,我正在尝试绘制所有以不同方向和不同速度行进的新正方形。 根据指令,我们假设创建并使用两个数组来处理x和y值。

这是我到目前为止的内容:

public class DotsPanel extends JPanel
{
private int delay = 15;
private final int SIZE = 7, IMAGE_SIZE = 3;  // radius of each dot
private Timer timer;
private int x, y, i;
private ArrayList<Point> pointList;
static int [] xarray = new int [1000];
static int [] yarray = new int [1000];
Random rand = new Random();
   //-----------------------------------------------------------------
   //  Constructor: Sets up this panel to listen for mouse events.
   //-----------------------------------------------------------------
   public DotsPanel()
   {
      pointList = new ArrayList<Point>();
      int [] xarray = new int [1000];
      int [] yarray = new int [1000];

      timer = new Timer(delay, new ReboundListener());
      addMouseListener (new DotsListener());
      addMouseMotionListener (new DotsListener());

      setBackground(Color.gray);
      setPreferredSize(new Dimension(700, 500));
      for(int i = 0; i < xarray.length; i++)
      {   
      xarray[i] = rand.nextInt(7);
      yarray[i] = rand.nextInt(7);
      }
      timer.start();          
   }

   //-----------------------------------------------------------------
   //  Draws all of the dots stored in the list.
   //-----------------------------------------------------------------
   public void paintComponent(Graphics page)
   {
      super.paintComponent(page);
      page.setColor(Color.BLUE); 

      for (Point spot : pointList)
      {  
        page.fillRect(spot.x-SIZE, spot.y-SIZE, 25, 25);
        page.drawString("Count: " + pointList.size(), 5, 15);
      }
   }



//*****************************************************************
   //  Represents the listener for mouse events.
   //*****************************************************************
   private class DotsListener implements MouseListener, MouseMotionListener
   {
      //--------------------------------------------------------------
      //  Adds the current point to the list of points and redraws
      //  the panel whenever the mouse button is pressed.
      //--------------------------------------------------------------
      public void mousePressed(MouseEvent event)
      {
            pointList.add(event.getPoint());    
            repaint();
      }
      public void mouseDragged(MouseEvent event)
      {
        // initially I had two xarray and yarray in here just like in 
        // mouseClicked
        // but it did not change anything when removed  
      }
      //--------------------------------------------------------------
      //  Provide empty definitions for unused event methods.
      //--------------------------------------------------------------
      public void mouseClicked(MouseEvent event) 
      { 
          xarray[i] = rand.nextInt(7);
          yarray[i] = rand.nextInt(7);            
      }
      public void mouseReleased(MouseEvent event) {}
      public void mouseEntered(MouseEvent event) {}
      public void mouseExited(MouseEvent event) {}
      public void mouseMoved(MouseEvent e) {}
   }
   private class ReboundListener implements ActionListener
   {
      //--------------------------------------------------------------
      //  Updates the position of the image and possibly the direction
      //  of movement whenever the timer fires an action event.
      //--------------------------------------------------------------
      public void actionPerformed(ActionEvent event)
      {


            for (Point spot : pointList) 
            {   
                spot.x += xarray[i];
                spot.y += yarray[i];
                if (spot.x <= 0 || spot.x >= 700)
                    xarray[i] = xarray[i] * -1;
                if (spot.y <= 0 || spot.y >= 500)
                    yarray[i] = yarray[i] * -1;
                repaint();  
            }
      }
    }   
}   

但是,我在数组上苦苦挣扎,而且我确信自己做的不正确。

我不会使用数组。

而是让Ball对象管理自己的状态。 然后,您可以为每个Ball设置不同的颜色,速度,大小等。 然后,当Timer触发时,您只需计算新位置并重新绘制Ball

这是一个入门的示例:

import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.util.*;
import javax.swing.*;
import javax.swing.Timer;

public class BallAnimation4
{
    private static void createAndShowUI()
    {
        BallPanel panel = new BallPanel();

        JFrame frame = new JFrame("BallAnimation4");
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.add( panel );
        frame.setSize(800, 600);
        frame.setLocationRelativeTo( null );
        //frame.setExtendedState(JFrame.MAXIMIZED_BOTH);
        frame.setVisible( true );

        panel.addBalls(5);
        panel.startAnimation();
    }

    public static void main(String[] args)
    {
        EventQueue.invokeLater(new Runnable()
        {
            public void run()
            {
                createAndShowUI();
            }
        });
    }
}

class BallPanel extends JPanel implements ActionListener
{
    private ArrayList<Ball> balls = new ArrayList<Ball>();

    public BallPanel()
    {
        setLayout( null );
        setBackground( Color.BLACK );
    }

    public void addBalls(int ballCount)
    {
        Random random = new Random();

        for (int i = 0; i < ballCount; i++)
        {
            Ball ball = new Ball();
            ball.setRandomColor(true);
            ball.setLocation(random.nextInt(getWidth()), random.nextInt(getHeight()));
            ball.setMoveRate(32, 32, 1, 1, true);
//          ball.setMoveRate(16, 16, 1, 1, true);
            ball.setSize(32, 32);
            balls.add( ball );
        }
    }

    @Override
    public void paintComponent(Graphics g)
    {
        super.paintComponent(g);

        for (Ball ball: balls)
        {
            ball.draw(g);
        }
    }

    public void startAnimation()
    {
        Timer timer = new Timer(75, this);
        timer.start();
    }

    public void actionPerformed(ActionEvent e)
    {
        move();
        repaint();
    }

    private void move()
    {
        for (Ball ball : balls)
        {
            ball.move(this);
        }
    }


    class Ball
    {
        public Color color = Color.BLACK;

        public int x = 0;
        public int y = 0;
        public int width  = 1;
        public int height = 1;

        private int moveX = 1;
        private int moveY = 1;
        private int directionX = 1;
        private int directionY = 1;
        private int xScale = moveX;
        private int yScale = moveY;

        private boolean randomMove = false;
        private boolean randomColor = false;
        private Random myRand = null;

        public Ball()
        {
            myRand = new Random();
            setRandomColor(randomColor);
        }

        public void move(JPanel parent)
        {
            int iRight = parent.getSize().width;
            int iBottom = parent.getSize().height;

            x += 5 + (xScale * directionX);
            y += 5 + (yScale * directionY);

            if (x <= 0)
            {
                x = 0;
                directionX *= (-1);
                xScale = randomMove ? myRand.nextInt(moveX) : moveX;
                if (randomColor) setRandomColor(randomColor);
            }

            if (x >= iRight - width)
            {
                x = iRight - width;
                directionX *= (-1);
                xScale = randomMove ? myRand.nextInt(moveX) : moveX;
                if (randomColor) setRandomColor(randomColor);
            }

            if (y <= 0)
            {
                y = 0;
                directionY *= (-1);
                yScale = randomMove ? myRand.nextInt(moveY) : moveY;
                if (randomColor) setRandomColor(randomColor);
            }

            if (y >= iBottom - height)
            {
                y = iBottom - height;
                directionY *= (-1);
                yScale = randomMove ? myRand.nextInt(moveY) : moveY;
                if (randomColor) setRandomColor(randomColor);
            }
        }

        public void draw(Graphics g)
        {
            g.setColor(color);
            g.fillOval(x, y, width, height);
        }

        public void setColor(Color c)
        {
            color = c;
        }

        public void setLocation(int x, int y)
        {
            this.x = x;
            this.y = y;
        }

        public void setMoveRate(int xMove, int yMove, int xDir, int yDir, boolean randMove)
        {
            this.moveX = xMove;
            this.moveY = yMove;
            directionX  = xDir;
            directionY  = yDir;
            randomMove  = randMove;
        }

        public void setRandomColor(boolean randomColor)
        {
            this.randomColor = randomColor;

            switch (myRand.nextInt(3))
            {
                case 0:  color = Color.BLUE;
                         break;
                case 1:  color = Color.GREEN;
                         break;
                case 2:  color = Color.RED;
                         break;
                default: color = Color.BLACK;
                         break;
            }
        }

        public void setSize(int width, int height)
        {
            this.width  = width;
            this.height = height;
        }
    }
}

由于数组仅包含要绘制的点,因此您没有关于每个点应移动的速度的任何信息。 最好的办法是创建一个随机数量,每次更改其位置时应移动每个点。 每次移动一个点时,距离都是随机的,这将导致不稳定的移动。

如果想要更恒定的速度,则需要创建第二个数组以包含每个点每次应移动的距离。

每当您想要一个新属性对于要绘制的对象来说是唯一的时,就会开始创建一个新的Array。 这就是为什么创建具有多个属性的自定义对象的方法更易于管理的原因。

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