我正在进行一场乒乓球比赛,我的最后一步是跟踪高分,但我不知道如何。有人请帮帮我。我不知道从哪里开始。如果我的高分计数器工作,我的乒乓球游戏将是完美的!
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import javax.swing.JLabel;
public class Pong2 extends JFrame implements Runnable, MouseMotionListener{
int ball_x, ball_y, ball_dx, ball_dy, paddle_y, ball_r;
String r;
int x_left, x_right, y_top, y_bottom;
/**
* Constructor
*/
public Pong2(){
init();
}
/**
* this is where we set up the UI
*/
protected void init(){
this.setSize(400,400);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ball_x = this.getWidth()/2;
ball_y = this.getHeight()/2;
ball_dx = ball_dy = 2;
ball_r = 30;
this.addMouseMotionListener(this);
this.setVisible(true);
getFocus(this);
x_left = this.getInsets().left;
x_right = this.getWidth() - this.getInsets().right - ball_r;
y_top = this.getHeight() - this.getInsets().top + ball_r/3;
y_bottom = this.getInsets().bottom + ball_r;
}
/**
* helper method which we use to get the focus
*/
public void getFocus(final JFrame frame)
{
EventQueue.invokeLater(new Runnable() {
public void run() {
frame.requestFocus();
}
});
}
/**
* implementation of the Runnable interface to be able to move the ball, etc.
*/
public void run(){
while(true){
ball_x += ball_dx;
if(ball_x <= x_left || ball_x >= x_right){
ball_dx *=-1;
ball_x += (2*ball_dx);
}
ball_y += ball_dy;
if(ball_y <= y_bottom || ball_y >= y_top){
ball_dy *=-1;
ball_y += (2*ball_dy);
}
ball_x += ball_dx; ball_y += ball_dy;
if (ball_x == 300 && ball_y > paddle_y && ball_y < paddle_y+100){
ball_dx *=-1;
ball_x += (2*ball_dx);
ball_dy *=-1;
ball_y += (2*ball_dy);
}
repaint();
try{
Thread.sleep(20);
}catch(InterruptedException ex){
System.out.println(ex);
}
}
}
/**
* all rendering occurs here
*/
public void paint(Graphics g){
g.setColor(Color.white);
g.fillRect(0,0,this.getWidth(),this.getHeight());
g.setColor(Color.black);
g.fillOval(ball_x,ball_y, ball_r, ball_r);
g.setColor(Color.blue);
g.fillRect(300, paddle_y, 50, 100);
}
public void mouseMoved(MouseEvent e) {
}
public void mouseDragged(MouseEvent e) {
paddle_y = e.getY();
}
/**
* entry point into the program
*/
public static void main(String[] args){
// create the class
Pong2 application = new Pong2();
new Thread(application).start();
}
}*
答案 0 :(得分:1)
将一个整数值添加到变量列表中,并在每次击球时计数。
<ul class="nav nav-tabs" ng-class="'{{newvar}}'" >
<li class='' ng-repeat="tab in tabset.tabs" >
<a href="" ng-click="tabset.click(tab);resetInput();" ng-class='{"tab-active":tab.active,"tab-inactive":tab.active === false}'> {{tab.heading}}</a>
</li>
</ul>
<ng-transclude>
</ng-transclude>
您必须像这样修改您的运行方法。
添加到您的上一个如果是计数器。
private int score = 0;
在你的paint方法中添加一个带有分数值的sysout。
要重置计数器,请将初始化内容添加到...
if (ball_x == 300 && ball_y > paddle_y && ball_y < paddle_y + 100) {
score += 10;
ball_dx *= -1;
ball_x += (2 * ball_dx);
ball_dy *= -1;
ball_y += (2 * ball_dy);
}