我正在制作一个Hangman游戏,似乎我的代码并没有为我提供使用布局的自由。我在我的JFrame中添加了一个图像,然后我在我的图像中添加了一个JPanel,我用于所有JLabel和JTextFields,但在我看来它效率低,因为为了改变我的JTextFields或JLabel的布局,我必须改变我的图像布局混淆了整个游戏的外观。如何让这段代码更有效率,让自己更自由地更改JLabel和JTextFields的布局而不会搞砸一切?感谢先进的帮助。
/*PACKAGE DECLARATION*/
package Game;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
/************************
* GAME MECHANICS CLASS *
* **********************/
public class GameStructure {
/* INSTANCE DECLARATIONS */
private String []wordList = {"computer","java","activity","alaska","appearance","article",
"automobile","basket","birthday","canada","central","character","chicken","chosen",
"cutting","daily","darkness","diagram","disappear","driving","effort","establish","exact",
"establishment","fifteen","football","foreign","frequently","frighten","function","gradually",
"hurried","identity","importance","impossible","invented","italian","journey","lincoln",
"london","massage","minerals","outer","paint","particles","personal","physical","progress",
"quarter","recognise","replace","rhythm","situation","slightly","steady","stepped",
"strike","successful","sudden","terrible","traffic","unusual","volume","yesterday"};
private int []length = new int [64];
private JTextField tf;//text field instance variable (used)
private JLabel jl2;//label instance variable (used)
private JLabel jl3;//label instance (working on)
private String letter;
/*****************
* LENGTH METHOD *
* ***************/
public void length(){
jl3 = new JLabel();
int j = 0;
for(j = 0; j<64; j++) {
length[j] = wordList[j].length();//gets length of words in wordList
}//end for
int l = 0;
String line = "";
//create line first then put into .setText
for(int m = 0; m<length[l]; m++) {
line += "__ ";
l++;
}//end for
jl3.setText(line);
}//end length method
/*****************
* WINDOW METHOD *
* ***************/
public void window() {
LoadImageApp i = new LoadImageApp();//calling image class
JFrame gameFrame = new JFrame();//declaration
JPanel jp = new JPanel();
//JPanel jp2 = new JPanel();//jpanel for blanks
JLabel jl = new JLabel("Enter a Letter:");//prompt with label
jl.setFont(new Font("Rockwell", Font.PLAIN, 20));//set font
tf = new JTextField(1);//length of text field by character
jl2 = new JLabel("Letters Used: ");
tf.setFont(new Font("Rockwell", Font.PLAIN, 20));//set font
jl2.setFont(new Font("Rockwell", Font.PLAIN, 20));//set font
jp.add(jl);//add label to panel
jp.add(tf);//add text field to panel
jp.add(jl2);//add letters used
gameFrame.add(i); //adds background image to window
i.add(jp); // adds panel containing label to background image panel
gameFrame.setTitle("Hangman");//title of frame window
gameFrame.setSize(850, 600);//sets size of frame
gameFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//exit when 'x' button pressed
gameFrame.setIconImage(new ImageIcon("Hangman-Game-grey.png").getImage());//set the frame icon to an image loaded from a file
gameFrame.setLocationRelativeTo(null);//window centered
gameFrame.setResizable(false);//user can not resize window
gameFrame.setVisible(true);//display frame
}//end window method
/*********************
* USER INPUT METHOD *
* *******************/
public void userInput() {
tf.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {//when enter key pressed
JTextField tf = (JTextField)e.getSource();
letter = tf.getText();
jl2.setText(jl2.getText() + letter + " ");//sets jlabel text to users entered letter
}//end actionPerformed method
});
}//end userInput method
}//end GameMechanics class
/*PACKAGE DECLARATION*/
package Game;
/***********************
* IMPORT DECLARATIONS *
* *********************/
import java.awt.BorderLayout;
import java.awt.Graphics;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
/***************
* IMAGE CLASS *
* *************/
public class LoadImageApp extends JPanel {
private static final long serialVersionUID = 1L;
private ImageIcon image;
/***********************
* PAINT IMAGE METHOD *
* *********************/
public void paintComponent (Graphics g) {
//setLayout(new BorderLayout());
super.paintComponent(g);
image = new ImageIcon("hangman.png");//image name & type
image.paintIcon(this, g, 270, 20);
}//end paintComponent method
}//end LoadImageApp class
/*PACKAGE DECLARATION*/
package Game;
/*******************
* GAME MAIN CLASS *
* *****************/
public class GameMain {
/***************
* MAIN METHOD *
* *************/
public static void main (String []args) {
GameStructure game = new GameStructure();//declaration
game.length();
game.window();
game.userInput();
}//end main method
}//end GameMain class
答案 0 :(得分:2)
一些建议:
paint(...)
方法,而是覆盖其paintComponent(Graphics g)
方法,除非您需要更改其子组件或其边框的渲染方式(您不需要)。通过这样做,您可以获得一些Swing图形优势,包括自动双缓冲。paint
或paintComponent
方法。这些方法是GUI对用户响应的主要决定因素之一,因此您永远不想在方法中执行文件I / O.而且,为什么在调用paint或paintComponent时,代码会无效地重新读取相同的图像?为什么不简单地将图像或ImageIcon存储在变量中一次,并完成它?setOpaque(false)
,并在其他一些覆盖的Swing组件上调用它。例如,这是我的SSCCE,它显示了在类构造函数中获取图像(此处不在Internet上)的示例。另请注意,我的SSCCE可以在连接到互联网的任何计算机上运行,因为它不需要图像文件,与您的不同。此外,与显示GUI无关的代码已被删除,使得剩余代码与问题更相关。考虑下次发布SSCCE时这样做。
import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
class GameStructure {
private JTextField tf;
private JLabel jl2;
public void window() {
LoadImageApp loadImageApp = new LoadImageApp();
JFrame gameFrame = new JFrame();
JPanel jp = new JPanel();
jp.setOpaque(false); //!!
jp.setBorder(BorderFactory.createTitledBorder("jp"));
JLabel jl = new JLabel("Enter a Letter:");
jl.setFont(new Font("Rockwell", Font.PLAIN, 20));
tf = new JTextField(1);
jl2 = new JLabel("Letters Used: ");
tf.setFont(new Font("Rockwell", Font.PLAIN, 20));
jl2.setFont(new Font("Rockwell", Font.PLAIN, 20));
jp.add(jl);
jp.add(tf);
jp.add(jl2);
gameFrame.add(loadImageApp);
loadImageApp.add(jp);
gameFrame.setTitle("Hangman");
gameFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// gameFrame.setIconImage(
// new ImageIcon("Hangman-Game-grey.png").getImage());
gameFrame.setResizable(false);
gameFrame.pack();
gameFrame.setLocationRelativeTo(null);
gameFrame.setVisible(true);
}
}
class LoadImageApp extends JPanel {
private static final long serialVersionUID = 1L;
private static final int PREF_W = 850;
private static final int PREF_H = 600;
private BufferedImage img;
public LoadImageApp() {
// just used as an example public image
String spec = "https://duke.kenai.com/"
+ "SunRIP/.Midsize/SunRIP.png.png";
URL url;
try {
url = new URL(spec);
img = ImageIO.read(url);
} catch (MalformedURLException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
}
@Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, 0, 0, getWidth(), getHeight(), this);
}
}
}
public class GameMain {
public static void main(String[] args) {
GameStructure game = new GameStructure();
game.window();
}
}