我刚刚开始使用java和练习我一直试图组建一个小型RPG游戏。我最近成功设置了一个ui,但是我在使窗口显示不同actor对象变量的变化方面遇到了很多麻烦。例如,当我点击“攻击”时,我攻击的敌人的HP降低了一定量。我希望这个改变能反映在JLabel中,在窗口中显示敌人的HP,但我一直无法做到这一点。我做了一些研究,发现类似的问题建议使用invalidate(),validate()和repaint(),但我无法让它们为我工作。有人可以提供任何建议吗?非常感谢。
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
public class SimpleRPGBattleUI extends JFrame
{
// Create player and enemy actors (array size 4 for convenience's sake; number actors 1-3)
static actor[] player = new actor[4];
static actor[] enemy = new actor[4];
static boolean playerTurnTaken = false;
// Actions available to current player character
//Align towards the left of window, stacked vertically
JButton jbtAttack = new JButton("Attack");
JButton jbtSkills = new JButton("Skills");
JButton jbtMagic = new JButton("Magic");
JButton jbtInventory = new JButton("Inventory");
public SimpleRPGBattleUI()
{
// Displays HP, MP, SP, and status of actor
//Implement as an object that can be instantiated multiple times into the window,
JLabel jbt1StatusName = new JLabel(player[1].name);
JLabel jbt1StatusHP = new JLabel("HP: " + player[1].HP);
JLabel jbt1StatusMP = new JLabel("MP: " + player[1].MP);
JLabel jbt1StatusSP = new JLabel("SP: " + player[1].SP);
JLabel jbt1StatusEffects = new JLabel("Poisoned");
JLabel jbt2StatusName = new JLabel(player[2].name);
JLabel jbt2StatusHP = new JLabel("HP: " + player[2].HP);
JLabel jbt2StatusMP = new JLabel("MP: " + player[2].MP);
JLabel jbt2StatusSP = new JLabel("SP: " + player[2].SP);
JLabel jbt2StatusEffects = new JLabel("Blinded");
JLabel jbt3StatusName = new JLabel(player[3].name);
JLabel jbt3StatusHP = new JLabel("HP: " + player[3].HP);
JLabel jbt3StatusMP = new JLabel("MP: " + player[3].MP);
JLabel jbt3StatusSP = new JLabel("SP: " + player[3].SP);
JLabel jbt3StatusEffects = new JLabel("OK");
JLabel jbt4StatusName = new JLabel(enemy[1].name);
JLabel jbt4StatusHP = new JLabel("HP: " + enemy[1].HP);
JLabel jbt4StatusMP = new JLabel("MP: " + enemy[1].MP);
JLabel jbt4StatusSP = new JLabel("SP: " + enemy[1].SP);
JLabel jbt4StatusEffects = new JLabel("OK");
JLabel jbt5StatusName = new JLabel(enemy[2].name);
JLabel jbt5StatusHP = new JLabel("HP: " + enemy[2].HP);
JLabel jbt5StatusMP = new JLabel("MP: " + enemy[2].MP);
JLabel jbt5StatusSP = new JLabel("SP: " + enemy[2].SP);
JLabel jbt5StatusEffects = new JLabel("Shielded");
JLabel jbt6StatusName = new JLabel(enemy[3].name);
JLabel jbt6StatusHP = new JLabel("HP: " + enemy[3].HP);
JLabel jbt6StatusMP = new JLabel("MP: " + enemy[3].MP);
JLabel jbt6StatusSP = new JLabel("SP: " + enemy[3].SP);
JLabel jbt6StatusEffects = new JLabel("OK");
JPanel pStatusField1 = new JPanel();
pStatusField1.setLayout(new GridLayout(5, 1));
pStatusField1.add(jbt1StatusName);
pStatusField1.add(jbt1StatusHP);
pStatusField1.add(jbt1StatusMP);
pStatusField1.add(jbt1StatusSP);
pStatusField1.add(jbt1StatusEffects);
JPanel pStatusField2 = new JPanel();
pStatusField2.setLayout(new GridLayout(5, 1));
pStatusField2.add(jbt2StatusName);
pStatusField2.add(jbt2StatusHP);
pStatusField2.add(jbt2StatusMP);
pStatusField2.add(jbt2StatusSP);
pStatusField2.add(jbt2StatusEffects);
JPanel pStatusField3 = new JPanel();
pStatusField3.setLayout(new GridLayout(5, 1));
pStatusField3.add(jbt3StatusName);
pStatusField3.add(jbt3StatusHP);
pStatusField3.add(jbt3StatusMP);
pStatusField3.add(jbt3StatusSP);
pStatusField3.add(jbt3StatusEffects);
JPanel pStatusField4 = new JPanel();
pStatusField4.setLayout(new GridLayout(5, 1));
pStatusField4.add(jbt4StatusName);
pStatusField4.add(jbt4StatusHP);
pStatusField4.add(jbt4StatusMP);
pStatusField4.add(jbt4StatusSP);
pStatusField4.add(jbt4StatusEffects);
JPanel pStatusField5 = new JPanel();
pStatusField5.setLayout(new GridLayout(5, 1));
pStatusField5.add(jbt5StatusName);
pStatusField5.add(jbt5StatusHP);
pStatusField5.add(jbt5StatusMP);
pStatusField5.add(jbt5StatusSP);
pStatusField5.add(jbt5StatusEffects);
JPanel pStatusField6 = new JPanel();
pStatusField6.setLayout(new GridLayout(5, 1));
pStatusField6.add(jbt6StatusName);
pStatusField6.add(jbt6StatusHP);
pStatusField6.add(jbt6StatusMP);
pStatusField6.add(jbt6StatusSP);
pStatusField6.add(jbt6StatusEffects);
JPanel pStatusFieldPlayer = new JPanel();
pStatusFieldPlayer.setLayout(new FlowLayout());
pStatusFieldPlayer.add(pStatusField1);
pStatusFieldPlayer.add(pStatusField2);
pStatusFieldPlayer.add(pStatusField3);
JPanel pStatusFieldEnemy = new JPanel();
pStatusFieldEnemy.add(pStatusField4);
pStatusFieldEnemy.add(pStatusField5);
pStatusFieldEnemy.add(pStatusField6);
JPanel pActions = new JPanel();
pActions.setLayout(new GridLayout(4, 1));
pActions.add(jbtAttack);
pActions.add(jbtSkills);
pActions.add(jbtMagic);
pActions.add(jbtInventory);
JPanel pNarration = new JPanel();
pNarration.add(new JTextArea("The knight dealt 15 points of damage to the Necro."),
BorderLayout.SOUTH);
JPanel pHolder = new JPanel();
pHolder.add(pActions, BorderLayout.WEST);
JPanel pHolder2 = new JPanel();
pHolder2.setLayout(new GridLayout(2, 1));
pHolder2.add(pStatusFieldPlayer, BorderLayout.NORTH);
pHolder2.add(pStatusFieldEnemy, BorderLayout.SOUTH);
// add contents into frame
add(pHolder, BorderLayout.WEST);
add(pHolder2);
add(pNarration, BorderLayout.SOUTH);
jbtAttack.addActionListener(new Listener());
jbtSkills.addActionListener(new Listener());
jbtMagic.addActionListener(new Listener());
jbtInventory.addActionListener(new Listener());
}
class Listener implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
if(e.getSource() == jbtAttack)
{
System.out.println("Attack");
System.out.println("Old enemy HP: " + enemy[1].HP);
actor.attack(player[1], enemy[1]);
System.out.println("New enemy HP: " + enemy[1].HP);
playerTurnTaken = true;
}
else if(e.getSource() == jbtSkills)
{
System.out.println("Skill");
System.out.println("Old enemy HP: " + enemy[1].HP);
actor.deadlyBlow(player[1], enemy[1]);
System.out.println("New enemy HP: " + enemy[1].HP);
playerTurnTaken = true;
}
else if(e.getSource() == jbtMagic)
{
System.out.println("Magic");
}
else if(e.getSource() == jbtInventory)
{
System.out.println("Inventory");
}
}
}
public static void main(String[] args)
{
String input = "";
int action = 0;
JOptionPane.showMessageDialog(null, "Which three warriors go forth?");
for(int i = 1; i < player.length; i++)
{
input = JOptionPane.showInputDialog(null, "1: Knight\n2: Mage\n3: Rogue");
action = Integer.parseInt(input);
player[i] = new actor();
player[i].setPlayerClass(action);
}
Random rand = new Random();
for(int i = 1; i < enemy.length; i++)
{
action = rand.nextInt(3)+1;
enemy[i] = new actor();
enemy[i].setEnemyClass(action);
}
SimpleRPGBattleUI frame = new SimpleRPGBattleUI();
frame.setTitle("Battle");
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
while((player[1].HP > 0) && (enemy[1].HP > 0))
{
if(playerTurnTaken)
{
actor.attack(enemy[1], player[1]);
System.out.println("Player HP: " + player[1].HP + "\nEnemy HP: " + enemy[1].HP);
playerTurnTaken = false;
}
frame.invalidate();
frame.validate();
frame.repaint();
}
}
}
答案 0 :(得分:0)
我设法找到了我需要的帮助: Swing JLabel text change on the running application
由于这里提供的解决方案,我已经开始着手解决问题并继续前进。非常感谢!