我正在尝试制作一个有移动球和平台的程序。我也是新的java,我无法弄清楚如何检测2个摆动对象何时重叠。我的代码在下面,我想知道检测重叠对象的最佳方法是什么。
KeyDemo.java:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class KeyDemo
{
public static void main(String[] args)
{
JFrame frame = new JFrame();
JPanel panel = new JPanel();
LayoutManager overlay = new OverlayLayout(panel);
panel.setLayout(overlay);
final int FRAME_WIDTH = 800;
final int FRAME_HEIGHT = 600;
frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
frame.setTitle("Move the Ball");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
final WallComponent wc1 = new WallComponent(400, 400);
final BallComponent bc = new BallComponent(400, 300);
panel.add(wc1);
panel.add(bc);
frame.add(panel);
KeyboardController kc = new KeyboardController(bc);
frame.addKeyListener(kc);
frame.setVisible(true);
class AnimationListener implements ActionListener{
public void actionPerformed(ActionEvent event){
bc.tick();
//wc1.checkOverlap(bc);
}
}
ActionListener aListener = new AnimationListener();
final Timer timer = new Timer(1, aListener);
timer.start();
}
}
KeyboardController.java:
import java.awt.*;
import java.awt.event.*;
public class KeyboardController implements KeyListener
{
BallComponent bComp;
public KeyboardController(BallComponent t)
{
bComp = t;
}
/** Handle the key pressed event from the text field. */
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if(keyCode == 38)
{
System.out.println("Pressed Up!");
bComp.moveUp();
}
if(keyCode == 37)
{
System.out.println("Pressed Left!");
bComp.moveLeft();
}
if(keyCode == 39)
{
System.out.println("Pressed Right!");
bComp.moveRight();
}
if(keyCode == 40)
{
System.out.println("Pressed Down!");
bComp.moveDown();
}
}
/** Handle the key released event from the text field. */
public void keyReleased(KeyEvent e) {
int keyCode = e.getKeyCode();
if(keyCode == 38)
{
System.out.println("Released Up!");
bComp.stopY();
}
if(keyCode == 37)
{
System.out.println("Released Left!");
bComp.stopX();
}
if(keyCode == 39)
{
System.out.println("Released Right!");
bComp.stopX();
}
if(keyCode == 40)
{
System.out.println("Pressed Down!");
bComp.stopY();
}
}
public void keyTyped(KeyEvent e) {
}
}
BallComponent.java:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
public class BallComponent extends JComponent
{
int xSpeed;
int ySpeed;
int x;
int y;
public BallComponent(int x, int y)
{
super();
this.x = x;
this.y = y;
}
public void paintComponent(Graphics g)
{
Graphics2D g2 = (Graphics2D)g;
Ellipse2D.Double ball = new Ellipse2D.Double(x-10,y-10,10,10);
g2.setColor(Color.RED);
g2.fill(ball);
g2.draw(ball);
}
public void moveLeft()
{
xSpeed=-1;
}
public void moveRight()
{
xSpeed=1;
}
public void moveUp()
{
ySpeed=-1;
}
public void moveDown()
{
ySpeed=1;
}
public void tick()
{
x=x+xSpeed;
y=y+ySpeed;
repaint();
}
public void stopY()
{
ySpeed=0;
}
public void stopX()
{
xSpeed=0;
}
}
WallComponent.java:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
public class WallComponent extends JComponent
{
int x;
int y;
public WallComponent(int x, int y)
{
super();
this.x = x;
this.y = y;
}
public void paintComponent(Graphics g)
{
Graphics2D g2 = (Graphics2D)g;
Rectangle wall = new Rectangle(x-40,y-40,40,40);
g2.setColor(Color.YELLOW);
g2.fill(wall);
g2.draw(wall);
}
public void checkOverlap(BallComponent bc){
if (this.contains(bc.getLocation())){
bc.stopY();
bc.stopX();
}
}
}
答案 0 :(得分:2)
所有Swing组件都有“边界”的概念。这是一个矩形区域,在其中“被绘制”。
如果您正确控制尺寸和位置,则应该能够使用通过调用Component#getBounds
contains
Rectangle
方法
所以你checkOverlap
方法看起来像......
public void checkOverlap(BallComponent bc){
if (getBounds().intersects(bc.getBounds())){
bc.stopY();
bc.stopX();
}
}
您还需要确保在执行任何自定义绘制之前调用super.paintComponent
,特别是在使用从JComponent
延伸的组件时。这将确保Graphics
上下文准备好正确绘制...
<强>更新强>
有一连串的问题。基本上,不是自己在父容器中定位组件(这就是我以为你做过的方式),而是将每个组件放在一起以填充父容器并且只“绘制”对象...这使生活更多难
相反,如果您要使用组件,我会使用null
布局(甚至可能使用JLayeredPane
作为父容器。)
然后我会改变组件的物理位置,例如......
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.LayoutManager;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.geom.Ellipse2D;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.OverlayLayout;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestGame {
public static void main(String[] args) {
new TestGame();
}
public TestGame() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame();
JPanel panel = new JPanel();
panel.setLayout(null);
final int FRAME_WIDTH = 800;
final int FRAME_HEIGHT = 600;
frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
frame.setTitle("Move the Ball");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
final WallComponent wc1 = new WallComponent(400, 400);
final BallComponent bc = new BallComponent(400, 300);
panel.add(wc1);
panel.add(bc);
frame.add(panel);
KeyboardController kc = new KeyboardController(bc);
frame.addKeyListener(kc);
frame.setVisible(true);
class AnimationListener implements ActionListener {
public void actionPerformed(ActionEvent event) {
bc.tick();
wc1.checkOverlap(bc);
}
}
ActionListener aListener = new AnimationListener();
final Timer timer = new Timer(1, aListener);
timer.start();
}
});
}
public class KeyboardController implements KeyListener {
BallComponent bComp;
public KeyboardController(BallComponent t) {
bComp = t;
}
/**
* Handle the key pressed event from the text field.
*/
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == 38) {
System.out.println("Pressed Up!");
bComp.moveUp();
}
if (keyCode == 37) {
System.out.println("Pressed Left!");
bComp.moveLeft();
}
if (keyCode == 39) {
System.out.println("Pressed Right!");
bComp.moveRight();
}
if (keyCode == 40) {
System.out.println("Pressed Down!");
bComp.moveDown();
}
}
/**
* Handle the key released event from the text field.
*/
public void keyReleased(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == 38) {
System.out.println("Released Up!");
bComp.stopY();
}
if (keyCode == 37) {
System.out.println("Released Left!");
bComp.stopX();
}
if (keyCode == 39) {
System.out.println("Released Right!");
bComp.stopX();
}
if (keyCode == 40) {
System.out.println("Pressed Down!");
bComp.stopY();
}
}
public void keyTyped(KeyEvent e) {
}
}
public class BallComponent extends JComponent {
int xSpeed;
int ySpeed;
public BallComponent(int x, int y) {
super();
setBounds(x, y, 10, 10);
}
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
Ellipse2D.Double ball = new Ellipse2D.Double(0, 0, 9, 9);
g2.setColor(Color.RED);
g2.fill(ball);
g2.draw(ball);
}
public void moveLeft() {
xSpeed = -1;
}
public void moveRight() {
xSpeed = 1;
}
public void moveUp() {
ySpeed = -1;
}
public void moveDown() {
ySpeed = 1;
}
public void tick() {
int x = getX() + xSpeed;
int y = getY() + ySpeed;
setLocation(x, y);
repaint();
}
public void stopY() {
ySpeed = 0;
}
public void stopX() {
xSpeed = 0;
}
}
public class WallComponent extends JComponent {
public WallComponent(int x, int y) {
super();
setBounds(x, y, 40, 40);
}
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
Rectangle wall = new Rectangle(0, 0, 40, 40);
g2.setColor(Color.YELLOW);
g2.fill(wall);
g2.draw(wall);
}
public void checkOverlap(BallComponent bc) {
System.out.println(" me: " + getBounds());
System.out.println("you: " + bc.getBounds());
if (getBounds().intersects(bc.getBounds())) {
bc.stopY();
bc.stopX();
}
}
}
}
现在,您可以使用“绘制”对象,但在这种情况下,我将拥有一个Ball
和Wall
的虚拟概念,您可以在单个组件中绘制它。这些对象需要提供有关位置和大小的信息,您可以再次使用Rectangle#intersects
进行检查......
答案 1 :(得分:1)
通常,只需尝试为对象创建“边界框”。这将是与对象一起使用的不可见矩形。然后就做 if(rectangle1.intersects(rectangle2))... intersects方法仅适用于矩形,这就是你需要一个边界框的原因。