我对Java很陌生,但已经在我的程序的其他部分成功使用JPanels
,JButtons
,JLabels
和JTextFields
,但我是尝试让JPanel
内有一对JButtons
,JLabels
和JTextFields
覆盖在彩绘背景之外时遇到麻烦。
以下是此部分程序的所有相关代码。目前,当程序运行时,唯一会显示的是p1_fireButton
,player1PowerField
和player1AngleField
背景的覆盖(即使我有为播放器2创建的组件,我故意注释掉了添加p2_Panel
,以便我可以专注于p1_Panel
。
奇怪的是,那些JComponents
只会在程序运行后因为任何原因点击TAB键时显示,我也希望有人可以帮我修复。我的目标是让p1_panel
占据左侧橙色框,p2_panel
占据右侧橙色框。非常感谢帮助!
public class GameFrame extends JFrame
{ //start class GameFrame
ImageIcon background = new ImageIcon("background.jpg");
ImageIcon terrain1 = new ImageIcon("terrain1.png");
//ImageIcon tank_red = new ImageIcon("tank_red.png");
//ImageIcon tank_red = new ImageIcon(player1Tank);
private int x_rectangle = 50;
private int y_rectangle = 50;
private JButton p1_fireButton;
private JButton p2_fireButton;
private JPanel p1_Panel;
private JPanel p2_Panel;
private JLabel player1PowerLabel;
private static JTextField player1PowerField;
private JLabel player1AngleLabel;
private static JTextField player1AngleField;
private JLabel player2PowerLabel;
private static JTextField player2PowerField;
private JLabel player2AngleLabel;
private static JTextField player2AngleField;
String player1Name;
String player2Name;
final Timer gameTimer = new Timer(8, new timer());
Projectile projectile = new Projectile(200, 300);
public GameFrame(String title)
{ //start GameFrame constructor
super(title);
Dimension size = getPreferredSize();
size.width = 1000;
setPreferredSize(size);
setResizable(false);
setLayout(null);
Color trans = new Color(0, 0, 0, 0);
//player1 panel
p1_Panel = new JPanel();
p1_Panel.setLayout(null);
p1_Panel.setBounds(0, 0, 500, 300);
p1_Panel.setBackground(trans);
p2_Panel = new JPanel();
p2_Panel.setLayout(null);
p2_Panel.setBounds(500, 0, 500, 300);
p2_Panel.setBackground(trans);
//player2 panel
/*p2_fireButtonPanel = new JPanel();
p2_fireButtonPanel.setBounds(400, 85, 100, 100);
p2_fireButtonPanel.setBackground(trans);*/
//player1 angle/power fields
player1PowerLabel = new JLabel("Power");
player1PowerLabel.setLayout(null);
player1PowerLabel.setBounds(400, 20, 50, 50);
player1PowerField = new JTextField(3);
player1PowerField.setLayout(null);
player1PowerField.setBounds(400, 10, 50, 25);
player1AngleLabel = new JLabel("Angle");
player1AngleLabel.setLayout(null);
player1AngleLabel.setBounds(30, 10, 50, 50);
player1AngleField = new JTextField(3);
player1AngleField.setLayout(null);
player1AngleField.setBounds(300, 10, 50, 25);
//player2 angle/power fields
player2PowerLabel = new JLabel("Power");
player2PowerLabel.setLayout(null);
player2PowerLabel.setBounds(0, 0, 10, 10);
player2PowerField = new JTextField(3);
player2PowerField.setLayout(null);
player2PowerField.setBounds(10, 10, 10, 10);
player2AngleLabel = new JLabel("Angle");
player2AngleLabel.setLayout(null);
player2AngleLabel.setBounds(30, 10, 10, 10);
player2AngleField = new JTextField(3);
player2AngleField.setLayout(null);
player2AngleField.setBounds(60, 10, 10, 10);
//player1 fire button
p1_fireButton = new JButton("Fire!");
p1_fireButton.setLayout(null);
p1_fireButton.setBounds(430, 70, 50, 50);
ActionListener fireListener = new fireButtonListener();
p1_fireButton.addActionListener(fireListener);
//player2 fire button
p2_fireButton = new JButton("Fire AGAIN!");
p2_fireButton.setLayout(null);
p2_fireButton.setBounds(530, 70, 50, 50);
//add components to player1 panel
p1_Panel.add(p1_fireButton);
p1_Panel.add(player1PowerLabel);
p1_Panel.add(player1PowerField);
p1_Panel.add(player1AngleLabel);
p1_Panel.add(player1AngleField);
//add components to player2 panel
p2_Panel.add(p2_fireButton);
p2_Panel.add(player2PowerLabel);
p2_Panel.add(player2PowerField);
p2_Panel.add(player2AngleLabel);
p2_Panel.add(player2AngleField);
//add components to GameFrame
add(p1_Panel);
//add(p2_Panel);
projectile.fireProjectile(60, -60 * Math.PI / 180.0);
} //end GameFrame constructor
public void paint(Graphics g)
{
Graphics2D g2 = (Graphics2D) g;
Image bg = background.getImage();
Image t1 = terrain1.getImage();
Image p1tank = StartPanel.getPlayer1Tank();
Image p2tank = StartPanel.getPlayer2Tank();
//Image tank1 = tank_red.getImage();
g2.drawImage(bg, 0, 0, 1000, 800, this);
g2.drawImage(t1, 0, 420, 1000, 380, this);
g2.drawImage(p1tank, 50, 300, 66, 50, null);
g2.drawImage(p2tank, 500, 300, 66, 50, null);
player1Name = new String(StartPanel.getPlayer1Name());
player2Name = new String(StartPanel.getPlayer2Name());
g.drawString(player1Name, 50, 50);
g.drawString(player2Name, 525, 50);
g2.setColor(Color.green);
g2.fillOval((int)projectile.getXPosition(), (int)projectile.getYPosition(), 15, 15);
}
public class timer implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
//TanksGUI.gameFrame.moveRectangle(1, 1);
projectile.advanceProjectile(0.05);
if (projectile.getYPosition() > 400)
{
gameTimer.stop();
}
repaint();
}
}
public class fireButtonListener implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
gameTimer.start();
}
}
} //end class GameFrame
答案 0 :(得分:2)
JFrame
扩展您没有添加任何创建实例无法实现的功能。这也使你的项目无法移植。paint
。如果没有其他原因,它们不是双缓冲的,如果你想要执行动画会导致问题。顶级容器的paint
链相当复杂,您只是绕过整个过程。JPanel
),并将其用作主画布。覆盖它的paintComponent
方法并渲染背景,确保首先致电super.paintComponent
。有关详细信息,请查看Performing Custom Painting和Painting in AWT and Swing
答案 1 :(得分:2)
查看BackgroundPanel以帮助您解决此问题。基本代码是:
JPanel north = new JPanel();
north.add( new JLabel(...) );
north.add( new JTextField(10) );
JPanel gamePanel = new GamePanel();
BackgroundPanel background = new BackgroundPanel(...);
background.add(north, BorderLayout.North);
background.add(gamePanel);
frame.add(background);
GamePanel是您为游戏角色进行所有自定义绘画的面板。正如MadProgrammer所指出的,这幅画永远不应该在画框的paint()方法中完成。