我正在为家庭作业建立一个塔防游戏。我正在从家庭作业中回收旧代码,我必须创建一个海洋并且我已经回顾并进行比较,因此面板应该显示JButton,它之前显示它们但现在面板没有显示按钮。这个代码还有其他类,但与JButton相关的所有内容都发生在这些类中。
感谢您的帮助。
import javax.swing.JFrame;
import java.awt.BorderLayout;
public class Td {
public static void main(String[] args) {
JFrame frame = new JFrame("Tower Defence");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ControlPanel2 control = new ControlPanel2();
frame.add(control, BorderLayout.WEST);
frame.add(new GamePanel(control)); //defaults to CENTER
frame.pack();
frame.setVisible(true);
}
}
import javax.swing.Box;
import javax.swing.JPanel;
import javax.swing.JButton;
import javax.swing.JLabel;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
public class ControlPanel2 extends JPanel {
private JButton basicTower, advanceTower, nextWave;
private JLabel score, money;
private int x, y;
private String action;
public ControlPanel2() {
setPreferredSize(new Dimension(150, GamePanel.HEIGHT));
basicTower = new JButton("Basic Tower");
basicTower.addActionListener(new ButtonListener("BasicTower"));
this.add(basicTower);
advanceTower = new JButton("Advance Tower");
advanceTower.addActionListener(new ButtonListener("advanceTower"));
add(advanceTower);
nextWave = new JButton("Next Wave!");
nextWave.addActionListener(new ButtonListener("nextWave"));
add(nextWave);
System.out.println("MADE IT");
action = "none";
x = 100;
y = 1000;
score = new JLabel ("Score: " + x);
money = new JLabel ("Money: " + y);
add(score);
add(money);
}
public void setY(int z) {
y = y - z;
money.setText("Money: " + y);
}
public void setX(int z) {
x = x + z;
score.setText("Score: " + x);
}
public int getY() {
return y;
}
public int getX() {
return x;
}
public String getAction() {
return action;
}
public class ButtonListener implements ActionListener {
private String name;
public ButtonListener(String className) {
name = className;
}
public void actionPerformed(ActionEvent e) {
action = name;
}
}
}
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.Color;
import java.awt.Rectangle;
import java.awt.Dimension;
import java.awt.Graphics;
import javax.swing.Timer;
import java.awt.Point;
import javax.swing.JPanel;
import java.util.ArrayList;
import java.lang.reflect.InvocationTargetException;
import java.util.Random;
public class GamePanel extends JPanel{
public static final int WIDTH = 600, HEIGHT = 600;
private ArrayList<Cage> cage = new ArrayList<Cage>();
private ArrayList<Tower> towers = new ArrayList<Tower>();
private ControlPanel2 cPanel;
private Timer timer;
private Rectangle bounds;
public GamePanel(ControlPanel2 control) {
//***Does not need to be edited
cPanel = control;
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setBackground(Color.gray);
bounds = new Rectangle(0, 0, WIDTH, HEIGHT);
addMouseListener(new ClickListener());
timer = new Timer(200, new TimerListener());
timer.start();
}
public void paintComponent(Graphics g) {
//***Does not need to be edited
super.paintComponent(g); //Call to the super constructor to make sure
//all of JPanel's paintComponent stuff is called first
for (Tower a : towers) {
a.draw(g);
}
}
private class TimerListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
//INSERT CODE HERE
//Call the methods in OceanPanel that you think need
//to be called each time the timer is triggered.
validate();
repaint();
}
}
private class ClickListener extends MouseAdapter {
//***You do not need to edit this private inner class
// but you should know what it is accomplishing.
/**
* You are not required to know what exactly is going on in this method.
* However, if you are curious, you should check out the Class API. Using
* a tool called 'reflection', it is instantiating a Fish given a
* String that represents the class name. This way, we don't need a long
* series of 'if' statements to create a certain type of Fish.
*@param Point p is where the fish will be placed to start.
*@param String className is the class name for the type of Fish that
* we want to instantiate.
*@return Fish that is exactly the type of Fish that we want to add
* to the panel.
*/
public Tower instantiateTower(Point p, String className) {
try {
Class cl = Class.forName(className);
return (Tower) (cl.getDeclaredConstructor(
int.class, int.class, Rectangle.class).newInstance(
p.x, p.y, bounds));
} catch (ClassNotFoundException e) {
e.printStackTrace();
System.exit(1);
} catch (NoSuchMethodException e) {
e.printStackTrace();
System.exit(1);
} catch (InstantiationException e) {
e.printStackTrace();
System.exit(1);
} catch (IllegalAccessException e) {
e.printStackTrace();
System.exit(1);
} catch (InvocationTargetException e) {
e.printStackTrace();
System.exit(1);
}
return null;
}
public void mousePressed(MouseEvent e) {
//Determine which type of Fish to create by asking ControlPanel
//This information is based on the button that was last clicked
// String towerType = cPanel.getAction();
Point p = e.getPoint();
System.out.println(e.getPoint());
repaint();
}
}
}
答案 0 :(得分:3)
你的ControlPanel2类是一个扩展JPanel的类,它有两个方法,getX()
和getY()
,它们覆盖关键的Component方法,对组件放置至关重要的方法,以及你无意中重写的方法。您将需要更改这些方法的名称。也许您可以重命名变量xPos和yPos,并将方法更改为getXPos()
和getYPos()
。
例如,您可以这样做:
public class ControlPanel2 extends JPanel {
private JButton basicTower, advanceTower, nextWave;
private JLabel score, money;
// note change
private int xPos;
private int yPos;
private String action;
public ControlPanel2() {
setPreferredSize(new Dimension(150, GamePanel.HEIGHT));
basicTower = new JButton("Basic Tower");
basicTower.addActionListener(new ButtonListener("BasicTower"));
this.add(basicTower);
advanceTower = new JButton("Advance Tower");
advanceTower.addActionListener(new ButtonListener("advanceTower"));
add(advanceTower);
nextWave = new JButton("Next Wave!");
nextWave.addActionListener(new ButtonListener("nextWave"));
add(nextWave);
System.out.println("MADE IT");
action = "none";
// **** note changes. As an aside -- avoid "magic" numbers
xPos = 100;
yPos = 1000;
score = new JLabel ("Score: " + x);
money = new JLabel ("Money: " + y);
add(score);
add(money);
}
public void setYPos(int z) {
yPos -= z;
money.setText("Money: " + yPos);
}
public void setXPos(int z) {
xPos += z;
score.setText("Score: " + xPos);
}
public int getYPos() {
return yPos;
}
public int getXPos() {
return xPos;
}
请注意,这就是为什么通过组合而不是继承来扩展类通常更好的一个原因 - 避免无意的覆盖导致奇怪的副作用。