如何在java 2d游戏中制作Swing主菜单?

时间:2013-10-01 00:51:19

标签: java swing menu graphics2d

我一直在研究一款简单的2D Java自顶向下射击游戏。到目前为止,我已经有了一个graphics2D主菜单,只有在用户按下回车键时才会显示。

我希望有一个工作菜单系统,其中有三个可点击的区域(播放,选项,退出),可以将您带到其他屏幕或菜单。我试图用摇摆来做到这一点,但到目前为止还没有成功。

这是当前的绘图课程。 render方法检查它应该绘制哪个菜单(int),然后继续使用所有需要的g.draw。

public class Draw extends Canvas {
private static final long serialVersionUID = 1L;
JFrame frame;
Canvas canvas;
JPanel panel;
private Font customFont;
BufferStrategy bufferStrategy;
public static int WIDTH = 640;
public static int HEIGHT = 640;
public static int menu = 0;
Game game;
@SuppressWarnings("unused")
private BufferedImage titleImage;

Info infoFrame;

public Draw(Game game) {
    initFont();
    this.game = game;
    this.frame = new JFrame("A Hard CUBE Life");
    panel = (JPanel) frame.getContentPane();
    panel.setPreferredSize(new Dimension(WIDTH, HEIGHT));
    panel.setLayout(null);

    this.canvas = new Canvas();
    this.canvas.setBounds(0, 0, WIDTH, HEIGHT);
    this.canvas.setIgnoreRepaint(true);
    this.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    infoFrame = new Info(game);
    this.infoFrame.setLocation(0, 540);

    this.frame.add(this.infoFrame);
    this.frame.pack();

    this.frame.setResizable(false);
    this.frame.setVisible(true);

    panel.add(this.canvas);
    this.canvas.createBufferStrategy(2);
    this.bufferStrategy = this.canvas.getBufferStrategy();

    this.canvas.requestFocus();

    this.canvas.setBackground(Color.GRAY);

    this.canvas.addKeyListener(new ButtonHandler(game));
    try {
        titleImage = ImageIO.read(new File("res/title.png"));
    } catch (IOException e) {
        e.printStackTrace();
    }
}

public void render() {
    Graphics2D g = (Graphics2D) this.bufferStrategy.getDrawGraphics();

    if (menu == 0) {
        g.clearRect(0, 0, 640, 640);
        g.setFont(customFont);
        // g.drawImage(titleImage, 0, 0, canvas);

        g.drawString("A Hard", 100, 100);
        g.drawString("Cube's Life", 150, 150);
        g.drawString("(Press Enter)", 225, 450);
        g.setFont(customFont.deriveFont(20f));
        g.drawString("Version: " + "2.1.1", 10, 530);
        g.drawString("Designed and Programmed by: Micky Lindsay", 310, 530);
        g.setColor(new Color(200, 35, 35));
        g.fillRect(400, 100, 100, 100);
        g.setColor(Color.BLACK);
        g.setStroke(new BasicStroke(3.0F));
        g.drawRect(420, 120, 15, 15);
        g.drawRect(465, 120, 15, 15);
        g.drawRect(430, 165, 40, 5);
        g.setColor(Color.WHITE);
        g.fillRect(100, 400, 25, 25);
        g.setColor(Color.BLACK);
        g.drawRect(110, 403, 5, 5);
        g.setColor(Color.YELLOW);
        g.fillRect(112, 365, 3, 3);
        g.fillRect(112, 375, 3, 3);
        g.fillRect(112, 385, 3, 3);

    }

    if (menu == 1) {
        g.setStroke(new BasicStroke(1.0F));
        Font font = new Font("Arial", 1, 15);
        g.setFont(font);
        g.clearRect(0, 0, WIDTH, HEIGHT);
        for (Cube e : game.cubes) {
            e.render(g);
        }
        for (Bullet b : game.bullets) {
            b.render(g);
        }

    }
    this.infoFrame.displayDetails();
    if (menu == 2) {
        g.setFont(new Font("Ariel", 1, 50));
        g.setColor(Color.LIGHT_GRAY);
        g.fillRect(125, 250, 360, 70);
        g.setColor(Color.GRAY);
        g.drawString("GAME OVER", 150, 300);
    }
    g.dispose();
    this.bufferStrategy.show();
}

public void initFont() {

    try {
        // create the font to use. Specify the size!
        customFont = Font.createFont(Font.TRUETYPE_FONT,
                new File("res/Andy Bold.ttf")).deriveFont(50f);
        GraphicsEnvironment ge = GraphicsEnvironment
                .getLocalGraphicsEnvironment();
        // register the font
        ge.registerFont(Font.createFont(Font.TRUETYPE_FONT, new File(
                "res/Andy Bold.ttf")));
    } catch (IOException e) {
        e.printStackTrace();
    } catch (FontFormatException e) {
        e.printStackTrace();
    }

如果涉及或不涉及挥杆,如何以最有效的方式完成这项工作?

0 个答案:

没有答案