我正在尝试创建一个矩形,它可以在屏幕上自由移动,同时也可以旋转,使其面向圆形或某个点。 我当前的状态使对象以一种非常奇怪的方式移动,似乎无法解决它。
import javax.swing.JFrame;
public class Start {
public static void main(String[] args) {
JFrame f = new JFrame();
f.setTitle("Minigame");
f.setContentPane(new Panel());
f.setSize(1000, 1000);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setVisible(true);
}
}
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Panel extends JPanel implements ActionListener, KeyListener{
private Timer timer;
private Graphics2D g2d;
private Planet planet;
private Player player;
private double rotation=0;
private int dx=0;
private int dy=0;
public Panel(){
setFocusable(true);
requestFocus();
planet = new Planet(100,100,100);
player = new Player(200,200,20,50);
}
@Override
public void paintComponent(Graphics g){
super.paintComponent(g);
g2d=(Graphics2D)g;
g2d.fillOval(planet.getX(), planet.getY(), planet.getRadius(), planet.getRadius());
g2d.setColor(Color.BLUE);
g2d.rotate(rotation,planet.centerX(),planet.centerY());
g2d.fillRect(player.getX(), player.getY(), player.getWidth(),player.getHeight());
g2d.dispose();
}
@Override
public void actionPerformed(ActionEvent e) {
rotation=Math.atan2(player.centerX()-planet.centerX(), player.centerY()-planet.centerY());
player.x+=dx;
player.y+=dy;
repaint();
}
@Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
dx = -5;
}
if (key == KeyEvent.VK_RIGHT) {
dx = 5;
}
if (key == KeyEvent.VK_UP) {
dy = -5;
}
if (key == KeyEvent.VK_DOWN) {
dy = 5;
}
}
@Override
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
if (dx==-5)
dx = 0;
}
if (key == KeyEvent.VK_RIGHT) {
if (dx==5)
dx = 0;
}
if (key == KeyEvent.VK_UP) {
if (dy==-5)
dy = 0;
}
if (key == KeyEvent.VK_DOWN) {
if (dy==5)
dy = 0;
}
}
@Override
public void addNotify(){
super.addNotify();
timer=new Timer(10,this);
timer.start();
addKeyListener(this);
}
@Override
public void keyTyped(KeyEvent arg0) {
}
}
public class Planet{
public int x;
public int y;
private int radius;
public Planet(int x,int y,int radius){
this.x=x;
this.y=y;
this.radius=radius;
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public int getRadius(){
return radius;
}
public int centerX(){
return x+(radius/2);
}
public int centerY(){
return y+(radius/2);
}
}
public class Player {
public int x;
public int y;
private int width;
private int height;
public Player(int x,int y,int width,int height){
this.x=x;
this.y=y;
this.width=width;
this.height=height;
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public int getHeight(){
return height;
}
public int getWidth(){
return width;
}
public int centerX(){
return x+(width/2);
}
public int centerY(){
return y+(height/2);
}
}
答案 0 :(得分:1)
这对我有用。我改变了角度的符号,以及玩家的绘制方式。
@Override
public void paintComponent(Graphics g){
super.paintComponent(g);
g2d=(Graphics2D)g;
// Draw planet
g2d.fillOval(planet.getX(), planet.getY(), planet.getRadius(), planet.getRadius());
// Draw player
g2d.setColor(Color.BLUE);
g2d.rotate(rotation, player.centerX(), player.centerY());
Rectangle rect = new Rectangle(player.centerX()-(player.getWidth()/2), player.centerY()-(player.getHeight()/2), player.getWidth(),player.getHeight());
g2d.draw(rect);
g2d.dispose();
}
@Override
public void actionPerformed(ActionEvent e) {
rotation=Math.atan2(+player.centerX()-planet.centerX(), - player.centerY()+planet.centerY());
player.x+=dx;
player.y+=dy;
repaint();
}
答案 1 :(得分:0)
我还没有检查旋转的计算,但我认为fillOval应该使用两倍的半径来绘制行星:
g2d.fillOval(planet.getX(), planet.getY(), planet.getRadius()*2, planet.getRadius()*2);