我正在尝试用Java编写一个名为HighLow的简单GUI骰子游戏。基本上,用户从50英镑的初始余额开始,他们可以选择三种不同的投注金额,如果他们选择低,则骰子必须落在2,3,4,5或6上,并支付1:1,如果他们选择高,骰子必须降落在8,9,10,11或12,并支付1:1。如果他们选择Sevens,骰子必须降落七,并支付4:1。有两个骰子,所以应该添加两者的价值。这不是我的问题,只是想我已经清楚了,所以你理解游戏的重点。
我对面板,事件处理以及类似的东西都是全新的,所以我目前正在学习但是我在努力解决这个问题时遇到了一些困难。我有五个类:Dice.java由getFaceValue()和throwDie()方法组成,用于模拟骰子的随机抛出。 DiceFace.java创建具有点/点的骰子。 DiceFaceViewer.java是框架类。 DiceFaceComponent是两个骰子的组件,GamePanel是所有JButtons和JComboBox等所在的面板。
这是我到目前为止所做的:创建一个框架,将面板与按钮等粘在一起,然后将骰子图像添加到框架中。我想要的是每当我点击“投掷骰子”按钮时,骰子就会被重新绘制到具有随机面部的框架上。如果我打开和关闭窗口,它现在正在做的就是生成一个随机面。
骰子
import java.util.Random;
public class Dice {
// Instance variables
private int faceValue;
private int sides;
private Random generator;
public Dice(int s) {
generator = new Random();
sides = s;
faceValue = generator.nextInt(sides) + 1;
}
// Simulates the throw of a die landing on a random face.
public int throwDie() {
return faceValue = (int)(Math.random() * sides) + 1;
}
// Returns the current face value of the die
public int getFaceValue() {
return faceValue;
}
// Set face value of die
public void setValue(int v) {
faceValue = v;
}
}
DiceFace
import java.awt.*;
import java.awt.geom.*;
public class DiceFace {
// Holds the seven possible dot positions on a standard die
private Ellipse2D.Double[] dots = new Ellipse2D.Double[7];
private Rectangle box;
private int xLeft;
private int yTop;
private int side;
private int diceValue;
public DiceFace(int s, int x, int y, int v) {
side = s; // Dimension of dice face
xLeft = x; // xPos
yTop = y; // yPos
diceValue = v; // Pip value
}
public void draw(Graphics2D g2) {
box = new Rectangle(xLeft, yTop, side, side);
makeDots();
// Black background
g2.setColor(Color.BLACK);
g2.fill(box);
// White dots on black
g2.setColor(Color.WHITE);
// Draw dots
if (diceValue == 1)
g2.fill(dots[0]);
else if (diceValue == 2) {
g2.fill(dots[1]); g2.fill(dots[2]);
}
else if (diceValue == 3) {
g2.fill(dots[0]); g2.fill(dots[1]); g2.fill(dots[2]);
}
else if (diceValue == 4) {
g2.fill(dots[1]); g2.fill(dots[2]);
g2.fill(dots[3]); g2.fill(dots[4]);
}
else if (diceValue == 5) {
g2.fill(dots[0]); g2.fill(dots[1]);
g2.fill(dots[2]); g2.fill(dots[3]); g2.fill(dots[4]);
}
else if (diceValue == 6) {
g2.fill(dots[1]); g2.fill(dots[2]); g2.fill(dots[3]);
g2.fill(dots[4]); g2.fill(dots[5]); g2.fill(dots[6]);
}
}
public void makeDots() {
int w = side/6; // Dot width
int h = side/6; // Dot height
dots[0] = new Ellipse2D.Double(xLeft + (2.5 * side)/6,
yTop + (2.5 * side)/6, h, w);
dots[1] = new Ellipse2D.Double(xLeft + (3.75 * side)/6,
yTop + (3.75 * side)/6, h, w);
dots[2] = new Ellipse2D.Double(xLeft + (1.25 * side)/6,
yTop + (1.25 * side)/6, h, w);
dots[3] = new Ellipse2D.Double(xLeft + (1.25 * side)/6,
yTop + (3.75 * side)/6, h, w);
dots[4] = new Ellipse2D.Double(xLeft + (3.75 * side)/6,
yTop + (1.25 * side)/6, h, w);
dots[5] = new Ellipse2D.Double(xLeft + (1.25 * side)/6,
yTop + (2.5 * side)/6, h, w);
dots[6] = new Ellipse2D.Double(xLeft + (3.75 * side)/6,
yTop + (2.5 * side)/6, h, w);
}
}
DiceFaceViewer
import java.awt.*;
import javax.swing.*;
public class DiceFaceViewer {
public static void main(String[] args) {
// Create frame
JFrame frame = new JFrame();
// Set frame attributes
frame.getContentPane().setPreferredSize(new Dimension(360, 320));
frame.pack();
frame.setTitle("High Low");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
// Set location of frame to centre screen
Dimension dim = Toolkit.getDefaultToolkit().getScreenSize();
int w = frame.getSize().width;
int h = frame.getSize().height;
int x = (dim.width-w)/2;
int y = (dim.height-h)/2;
frame.setLocation(x, y);
DiceFaceComponent component = new DiceFaceComponent();
frame.add(component);
// Add panel to frame
GamePanel panel = new GamePanel();
frame.add(panel, BorderLayout.NORTH);
frame.setVisible(true);
}
}
DiceFaceComponent
import java.awt.*;
import javax.swing.*;
public class DiceFaceComponent extends JComponent {
// Instance variables
private int faceValue1;
private int faceValue2;
public DiceFaceComponent() {
faceValue1 = new Dice(6).getFaceValue();
faceValue2 = new Dice(6).getFaceValue();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
// Recover Graphics2D
Graphics2D g2 = (Graphics2D) g;
DiceFace dice1 = new DiceFace(75, 66, 160, faceValue1); // s, x, y, v
dice1.draw(g2);
repaint();
DiceFace dice2 = new DiceFace(75, 219, 160, faceValue2);
dice2.draw(g2);
repaint();
}
}
的GamePanel
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class GamePanel extends JPanel {
private int balance = 50;
public GamePanel() {
// Components
JRadioButton highButton = new JRadioButton("High");
JRadioButton lowButton = new JRadioButton("Low");
JRadioButton sevensButton = new JRadioButton("Sevens");
// Button group
ButtonGroup bg = new ButtonGroup();
bg.add(highButton);
bg.add(lowButton);
bg.add(sevensButton);
add(highButton);
add(lowButton);
add(sevensButton);
// Array to hold bet amounts
String betAmounts[] = {"£10", "£5", "£1"};
// Bets combo box
JComboBox bets = new JComboBox(betAmounts);
add(bets);
// Balance
JLabel bal = new JLabel(" Balance: £" + balance);
add(bal);
// Throw dice button
final JButton throwButton = new JButton("Throw Dice");
add(throwButton, FlowLayout.RIGHT);
class Action implements ActionListener {
Dice dice = new Dice(6);
public void actionPerformed(ActionEvent e) {
dice.throwDie();
dice.getFaceValue();
}
}
throwButton.addActionListener(new Action());
}
}
答案 0 :(得分:1)
不要在任何paint
方法中调用重绘。这将导致重绘管理器安排另一个重绘事件,最终消耗CPU并停止编程。
而是为正在更新潜水面值的动作监听器调用repaint
。
骰子与骰子DiceFaceComponent
之间也没有联系,它永远不会知道它应该绘制什么值。
另外,在你的DiceFace
课程中,我不会在每次抽奖中重新创建“点”,这只是浪费。而是在构造函数中创建它们。
同样适用于paintComponent
方法,不需要重新创建DiceFace,只需在构造类时创建两个引用并根据需要更新它们的面值。
我会使用Dice
作为将所有各种元素联系在一起的基本模型。通过使用ChangeListerner
之类的内容,Dice
可以通知各个组件发生了更改,允许他们更新屏幕