我试图了解JFrame和JPanel之间的区别。我倾向于使用JFrame的子类而不是JPanel,但人们总是告诉我最好使用JPanel的子类。以下是我使用JFrame的示例:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.JFrame;
public class Game extends JFrame implements Runnable {
int x, y, xCoord, yCoord;
private Image dbImage;
private Graphics dbg;
public void move() {
x += xCoord;
y += yCoord;
if (x <= 20) {
x = 20;
}
if (x >= 480) {
x = 480;
}
if (y <= 40) {
y = 40;
}
if (y >= 480) {
y = 480;
}
}
public void setXCoord(int xcoord) {
xCoord = xcoord;
}
public void setYCoord(int ycoord) {
yCoord = ycoord;
}
public class AL extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == e.VK_LEFT) {
setXCoord(-1);
}
if (keyCode == e.VK_RIGHT) {
setXCoord(+1);
}
if (keyCode == e.VK_UP) {
setYCoord(-1);
}
if (keyCode == e.VK_DOWN) {
setYCoord(+1);
}
Game.this.repaint();
}
@Override
public void keyReleased(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == e.VK_LEFT) {
setXCoord(0);
}
if (keyCode == e.VK_RIGHT) {
setXCoord(0);
}
if (keyCode == e.VK_UP) {
setYCoord(0);
}
if (keyCode == e.VK_DOWN) {
setYCoord(0);
}
Game.this.repaint();
}
}
public static void main(String[] args) {
Game game = new Game();
Thread t = new Thread(game);
t.start();
}
public Game() {
addKeyListener(new AL());
setTitle("Game");
setSize(500, 500);
setResizable(true);
setVisible(true);
setBackground(Color.BLACK);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
x = 250;
y = 250;
}
public void paintComponent(Graphics g) {
g.setColor(Color.GREEN);
g.fillOval(x, y, 15, 15);
}
@Override
public void paint(Graphics g) {
dbImage = createImage(getWidth(), getHeight());
dbg = dbImage.getGraphics();
paintComponent(dbg);
g.drawImage(dbImage, 0, 0, this);
}
@Override
public void run() {
try {
while (true) {
move();
Thread.sleep(30);
}
} catch (Exception e) {
System.out.println(e.getMessage());
}
}
}
这很好(除了按住其中一个按钮时有一点延迟),但当我尝试通过实现JPanel而不是JFrame来更改我的代码时,没有任何显示...这是代码JPanel子类:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Game extends JPanel implements Runnable {
int x, y, xCoord, yCoord;
private Image dbImage;
private Graphics dbg;
JFrame frame;
public void move() {
x += xCoord;
y += yCoord;
if (x <= 20) {
x = 20;
}
if (x >= 480) {
x = 480;
}
if (y <= 40) {
y = 40;
}
if (y >= 480) {
y = 480;
}
}
public void setXCoord(int xcoord) {
xCoord = xcoord;
}
public void setYCoord(int ycoord) {
yCoord = ycoord;
}
public class AL extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == e.VK_LEFT) {
setXCoord(-1);
}
if (keyCode == e.VK_RIGHT) {
setXCoord(+1);
}
if (keyCode == e.VK_UP) {
setYCoord(-1);
}
if (keyCode == e.VK_DOWN) {
setYCoord(+1);
}
Game.this.repaint();
}
@Override
public void keyReleased(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == e.VK_LEFT) {
setXCoord(0);
}
if (keyCode == e.VK_RIGHT) {
setXCoord(0);
}
if (keyCode == e.VK_UP) {
setYCoord(0);
}
if (keyCode == e.VK_DOWN) {
setYCoord(0);
}
Game.this.repaint();
}
}
public static void main(String[] args) {
Game game = new Game();
Thread t = new Thread(game);
t.start();
}
public Game() {
frame = new JFrame();
frame.addKeyListener(new AL());
frame.setTitle("Game");
frame.setSize(500, 500);
frame.setResizable(true);
frame.setVisible(true);
frame.setBackground(Color.BLACK);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
x = 250;
y = 250;
}
@Override
public void paintComponent(Graphics g) {
g.setColor(Color.GREEN);
g.fillOval(x, y, 15, 15);
}
@Override
public void paint(Graphics g) {
dbImage = createImage(getWidth(), getHeight());
dbg = dbImage.getGraphics();
paintComponent(dbg);
g.drawImage(dbImage, 0, 0, this);
}
@Override
public void run() {
try {
while (true) {
move();
Thread.sleep(30);
}
} catch (Exception e) {
System.out.println(e.getMessage());
}
}
}
答案 0 :(得分:1)
如代码所示,您需要自定义JPanel
,因为您想要更改某些方法的行为,例如paintComponent
。
但是,您不需要自定义 JFrame
,因此无需创建扩展它的类。
最后,您的主要课程不需要成为您的小组课程。
这是一个示例类,我将框架内容从Game
的构造函数移动到此主类。
public class MainClass {
public static void main(String[] args) {
Game game = new Game();
JFrame frame = new JFrame();
frame.addKeyListener(new AL());
frame.setTitle("Game");
frame.setSize(500, 500);
frame.setResizable(true);
frame.getContentPane().add(game);
frame.setBackground(Color.BLACK);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
Thread t = new Thread(game);
t.start();
}
}
答案 1 :(得分:1)
JFrame
是一个比你想象的要复杂得多的组件,对于初学者来说,它有一个JRootPane
作为它的主要容器,其中包含contentPane
,{ {1}}并控制JMenuBar
有关详细信息,请参阅How to Use Root Panes。
glassPane
也有装饰(边框),这些边框是在窗口本身的范围内绘制的,然后内容会在这些边框内展开,因此边框不会在其上绘制。< / p>
当您覆盖顶级容器的JFrame
时,如paint
,您遇到了许多问题:
JFrame
方法),这可能导致问题无法结束一般来说,从OOP的角度来看,您实际上并没有在课程中添加任何新功能(或者至少没有任何新功能可以通过更好的方法生成)。
当您使用paint
之类的内容时,上述所有其他内容都不再受到关注:
JPanel
和width
代表整个可见区域您还应该覆盖height
的{{1}}方法并返回您希望面板通常的首选尺寸,然后您可以JPanel
使用&#34 ;包&#34;在它周围的窗口,这将使窗口大于内容区域,但意味着你不会挠头,想知道为什么你将窗口设置为一定的大小,但你的组件较小