我有四个面板是从单个面板动态创建的“模具”每个面板都有不同的信息,它是从一个数组中设置的。 问题是,当信息仅更新集合中的最后一个面板时。
示例:有一个MovesLeft标签,显示剩余的移动次数。当数字下降时,为该玩家列出的数字应该改变,每个玩家都有自己的面板。目前只有最后一个面板的Moveleft标签更改和更改任何不仅移动最后一个播放器的玩家。因此,如果玩家1用完所有动作,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。
问题:我有没有办法指定我想要更改标签的四个实例中的哪一个,以便更新正确的播放器信息?
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;
}
Panel如何添加到GUI
final JTabbedPane characterInfoPane = new JTabbedPane();
while (setupPlayerIndex < 4) {
JComponent panel = makeTextPanel("");
characterInfoPane.addTab(minirpg.MiniRPG.players.get(setupPlayerIndex).getName(), null, panel,
"");
setupPlayerIndex++;
}
我目前正在尝试更改相关标签,其中x是所选播放器
movesLeft.setText(Integer.toString(MiniRPG.players.get(x).getMoves()));
请告诉我是否需要添加代码来回答此问题是否可以进行我正在寻找的内容。
答案 0 :(得分:3)
每次创建新文本窗格时,都会重新分配变量引用。也就是说,movesLeft
将始终引用您创建的最后一个面板。
而不是在makeTextPane
中创建面板,我会创建一个自定义面板,其中包含makeTextPane
生成的所有信息。
然后我会做制定者&amp;获取和更新所需的所有相关信息。
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));
}
}
我会在创建每个窗格时单独引用它
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++;
}
这样我就可以通过TextPane
textPanes[x].setMovesLeft(MiniRPG.players.get(x).getMoves());