我有一个带有多个面板的JFrame类,我使用paintComponent(Graphics g)方法绘制所有图形,因此使用CardLayout没有用处。要切换帧,我简单点击一个按钮,如输入,但问题是当我切换面板时,paintCompenent的左侧图形仍然存在。我也尝试使用panel.setVisible(false)使面板可见,这有点帮助,除了我转换到的面板即使在将visible设置为true之后仍然是不可见的。新面板的按钮和命令工作并转换回第一个面板,所以我知道过渡是有效的,它只是没有显示我想要它。这是交互的2个面板的代码和处理它们的JFrame类:
//JFRAME CLASS
package main;
import gameStates.Instruction;
import gameStates.Menu;
import gameStates.State;
import java.awt.Dimension;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import javax.swing.JFrame;
@SuppressWarnings("serial")
public class GameFrame extends JFrame implements KeyListener{
//panels for Game States in order:
static ArrayList<State> panels = new ArrayList<State>();//holds all of the game states that the game will eventually reach
private static int currentState=0;//STATES: 0 - Menu
//1 - Instruction
//2 - Level 1 and States 3 through 7 are the levels up one respectively up to level 6
public GameFrame() {
panels.add(new Menu(this));
panels.add(new Instruction(this));
addKeyListener(this);
setSize(640,480);
setPreferredSize(new Dimension(640,480));
setResizable(false);
setLocation(20,50);
setName("FBLA: A Success Story");
setDefaultCloseOperation(EXIT_ON_CLOSE);
add(panels.get(1));
add(panels.get(0));
panels.get(1).setVisible(false);
panels.get(0).setVisible(true);
pack();
setVisible(true);
}
@SuppressWarnings("unused")
public static void main(String[] args) {
GameFrame g = new GameFrame();
}
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_ESCAPE)
System.exit(0);
else {
panels.get(currentState).buttons(e);
}
}
public void keyReleased(KeyEvent e) {
}
public void nextState(int state) {
panels.get(currentState).setVisible(false);
panels.get(state).setVisible(true);
currentState = state;
}
}
//////////////////////INITIAL PANEL//////////////////////////
package gameStates;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.Timer;
import main.GameFrame;
@SuppressWarnings("serial")
public class Menu extends State {
//general items
public BufferedImage bg;
public String[] options = new String[3];
public double x, y, velX, velY;
public int selected;
public Graphics2D g2;
//time stuff
Timer t = new Timer(5,this);
public Menu(GameFrame g) {
super(g);
setup();
}
public void setup() {
try {
bg = ImageIO.read(Menu.class.getResourceAsStream("/backgrounds/FBLAmenubg.gif"));
}
catch (Exception e) {
e.printStackTrace();
}
options[0] = "PLAY";
options[1] = "INSTRUCTIONS";
options[2] = "QUIT";
selected = 0;
x=y=velY=0;
velX=-.1;
t.start();
}
public void paintComponent(Graphics g) {
g2 = (Graphics2D)g;
g2.drawImage(bg, (int)x, (int)y, null);
g2.drawImage(bg, (int)x + 640, (int)y, null);
Font f = new Font("FreeSerif", Font.ROMAN_BASELINE, 48);
g2.setFont(f);
g2.setColor(Color.WHITE);
for(int j=0;j<3;j++){
if(selected == j)
g2.setColor(Color.RED);
g2.drawString(options[j], 120, 80 + j*48);
g2.setColor(Color.WHITE);
}
}
private void processSelection() {
if(selected == 2)
System.exit(0);
else if (selected == 1) {
parent.nextState(1);
}
else {
}
}
public void buttons(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_DOWN) {
selected++;
if(selected == 3)
selected=0;
}
if(e.getKeyCode() == KeyEvent.VK_UP) {
selected--;
if(selected == -1)
selected=2;
}
if(e.getKeyCode() == KeyEvent.VK_ENTER) {
processSelection();
}
}
public void actionPerformed(ActionEvent e) {
x += velX;
if(x<=-640)
x=0;;
repaint();
}
}
/////////////////////TRANSITION TO THIS PANEL////////////////////////////
package gameStates;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.Timer;
import main.GameFrame;
@SuppressWarnings("serial")
public class Instruction extends State{
public BufferedImage bg;
public Graphics2D g2;
public Timer t;
public Instruction(GameFrame g) {
super(g);
setup();
}
public void buttons(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_SPACE)
parent.nextState(0);
}
public void setup() {
try {
bg = ImageIO.read(Menu.class.getResourceAsStream("/backgrounds/Instructionsbg.gif"));
}
catch (Exception e) {
e.printStackTrace();
}
t = new Timer(5,this);
t.start();
}
public void actionPerformed(ActionEvent e) {
repaint();
}
public void paintComponent(Graphics g) {
g2 = (Graphics2D) g;
g2.setColor(Color.WHITE);
g2.fillRect(0,0,640,480);
g2.drawImage(bg,0,0,null);
Font f = new Font("FreeSerif", Font.ROMAN_BASELINE, 20);
g2.setFont(f);
g2.setColor(Color.RED);
g2.drawString("SPACE BAR to go back to menu.", 600, 400);
}
}
答案 0 :(得分:2)
所以使用CardLayout没有用。
这与自定义绘画无关。您应该能够使用CardLayout
(或者实际上,您想要的布局管理器)。
你永远不会打电话给super.paintComponent
,Graphics
负责准备绘画的 // Should be protected...
// Should have @Override annotation
public void paintComponent(Graphics g) {
// super.paintComponent(g) goes here...
//...
}
背景....
public Graphics2D g2;
Graphics
也让我害怕,你永远不应该保留对你自己没有明确创建的任何g.create
上下文的引用(并且Graphics
不计算在内)
Swing中的Graphics
上下文通常是为连接到同一本机对等体(或大多数情况下是窗口)的所有组件共享的。这意味着,除非你清理它,否则最后涂在它上面的东西仍然存在。
这也意味着你之前在Graphics
上下文中绘制的任何内容都将被擦除干净,因此我们通常不鼓励维护对KeyListener
的引用或在正常之外绘制它油漆循环。
请查看Painting in AWT and Swing了解详情
您可能还会发现,加班,KeyListener
停止响应,甚至是随机的。 {{1}}有一些焦点问题,使其适合管理多个组件,您会发现Key Bindings API更适合您的需求