我是java的新手,正在尝试创建一个基本的游戏,现在尝试编写播放器类。但是,当我运行游戏时,只会出现JFRame。这些是我的课程,他们没有错误。
SELECT '2015-08-29' < '2015-10-31' AND '2015-11-06' >= '2015-10-01' on_leave;
+----------+
| on_leave |
+----------+
| 1 |
+----------+
答案 0 :(得分:2)
取setVisible(true);
并将其移至Game
构造函数的最后一位。此外,您应该确保在构建用户界面时在EDT的上下文中工作,有关详细信息,请参阅Initial Threads
import java.awt.Color;
import java.awt.EventQueue;
import javax.swing.JFrame;
import static javax.swing.JFrame.EXIT_ON_CLOSE;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Game extends JFrame {
public final static int WIDTH = 700, HEIGHT = 450;
public GamePanel panel;
public Game() {
setTitle("Game");
setBackground(Color.WHITE);
setDefaultCloseOperation(EXIT_ON_CLOSE);
panel = new GamePanel(this);
add(panel);
setResizable(false);
setSize(WIDTH, HEIGHT);
setVisible(true);
}
public GamePanel getPanel() {
return panel;
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
new Game();
}
});
}
}
基本上,Swing的布局管理是懒惰的,它不会尝试更新容器层次结构,直到你告诉它(revalidate
)或它实现或调整大小,这是一件好事,因为操作可能很昂贵。
接下来,请查看player = new Player(game, KeyEvent.VK_LEFT, KeyEvent.VK_RIGHT, game.getWidth() - 36);
您将播放器的位置设置为比36
组件小width
像素,但调用此组件后,width
将为0
}。
基本上,您需要允许用户界面“解决”问题。在进行此类呼叫之前。这实际上并不那么容易。您可以使用ComponentListener
并监控componentResized
事件,但是当窗口首次初始化时,可以多次调整窗口大小,为此,您需要&#34;等待&#34;直到尺寸为#34;已确定&#34;,例如......
public Game() {
addComponentListener(new ComponentAdapter() {
private boolean initalised = false;
private Timer timer = new Timer(250, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
initalised = true;
panel.init();
timer.stop();
}
});
@Override
public void componentResized(ComponentEvent e) {
if (!initalised) {
timer.restart();
}
}
});
然后,您需要更新GamePanel
以提供init
方法...
public class GamePanel extends JPanel implements ActionListener, KeyListener {
public Game game;
public Player player;
public GamePanel(Game game) {
setBackground(Color.GREEN);
this.game = game;
addKeyListener(this);
setFocusable(true);
}
public void init() {
player = new Player(game, KeyEvent.VK_LEFT, KeyEvent.VK_RIGHT, game.getWidth() - 36);
repaint();
}
//...
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (player != null) {
player.paint(g);
}
}
}
你有各种各样的魔法&#34;数字,不等同于您实际尝试做的事情,例如......
player = new Player(game, KeyEvent.VK_LEFT, KeyEvent.VK_RIGHT, game.getWidth() - 36);
不应该是game.getWidth() - Player.WIDTH
?
然后在Player
...
public Player(Game game, int left, int right, int x) {
this.game = game;
this.x = x;
y = game.getHeight() - 20;
//...
this.y = y;
x = game.getWidth() - 36;
}
您将参数x
分配给字段x
,但是然后在构造函数的末尾更改它?另外,this.y = y
毫无意义!?
现在,让我们谈谈一个坏主意setSize(WIDTH, HEIGHT);
,这与你的玩家没有出现在你想要的地方的原因有关...
Windows有装饰,所以你的可视区域总是小于实际的窗口大小,更糟糕的是,装饰的大小是可变的。相反,您应该使用JFrame#pack
打包窗口的内容,并让内容提供有关它想要的大的提示。
有关详细信息,请查看How can I set in the midst?。
您应该使用pack
...
public class Game extends JFrame {
public GamePanel panel;
public Game() {
addComponentListener(new ComponentAdapter() {
private boolean initalised = false;
private Timer timer = new Timer(250, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
initalised = true;
panel.init();
timer.stop();
}
});
@Override
public void componentResized(ComponentEvent e) {
if (!initalised) {
timer.restart();
}
}
});
setTitle("Game");
setBackground(Color.WHITE);
setDefaultCloseOperation(EXIT_ON_CLOSE);
panel = new GamePanel(this);
add(panel);
setResizable(false);
pack();
setVisible(true);
}
允许GamePanel
决定它想成为多大......
public static class GamePanel extends JPanel implements ActionListener, KeyListener {
public final static int WIDTH = 700, HEIGHT = 450;
public Game game;
public Player player;
public GamePanel(Game game) {
setBackground(Color.GREEN);
this.game = game;
addKeyListener(this);
setFocusable(true);
}
@Override
public Dimension getPreferredSize() {
return new Dimension(WIDTH, HEIGHT);
}
这也意味着您应该将Game
传递给他们并使用其尺寸,而不是将GamePanel
传递给您的对象,例如......
public static class Player {
//...
public Player(GamePanel game, int left, int right, int x) {
this.game = game;
this.left = left;
this.right = right;
this.x = x;
y = game.getHeight() - HEIGHT;
}
您也应该使用KeyListener
,而应使用Key Bindings API代替,这样可以解决与焦点相关的问题,并且可以更轻松地配置击键次数
基本上,您错过了一些关于Swing框架如何工作的核心理解,这导致了问题的终结,我花了很多时间来深入了解框架如何正常工作像游戏开发一样复杂
现在,因为我基本上已经对你的代码进行了屠杀以使其正常工作......
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import static javax.swing.JFrame.EXIT_ON_CLOSE;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Game extends JFrame {
public GamePanel panel;
public Game() {
addComponentListener(new ComponentAdapter() {
private boolean initalised = false;
private Timer timer = new Timer(250, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
initalised = true;
panel.init();
timer.stop();
}
});
@Override
public void componentResized(ComponentEvent e) {
if (!initalised) {
timer.restart();
}
}
});
setTitle("Game");
setBackground(Color.WHITE);
setDefaultCloseOperation(EXIT_ON_CLOSE);
panel = new GamePanel(this);
add(panel);
setResizable(false);
pack();
setVisible(true);
}
public GamePanel getPanel() {
return panel;
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
new Game();
}
});
}
public static class GamePanel extends JPanel implements ActionListener, KeyListener {
public final static int WIDTH = 700, HEIGHT = 450;
public Game game;
public Player player;
public GamePanel(Game game) {
setBackground(Color.GREEN);
this.game = game;
addKeyListener(this);
setFocusable(true);
}
@Override
public Dimension getPreferredSize() {
return new Dimension(WIDTH, HEIGHT);
}
public void init() {
System.out.println("!!");
player = new Player(this, KeyEvent.VK_LEFT, KeyEvent.VK_RIGHT, getWidth() - 50);
repaint();
}
public void update() {
player.update();
}
public void actionPerformed(ActionEvent e) {
update();
repaint();
}
public Player getPlayer(int playerNo) {
return player;
}
public void keyPressed(KeyEvent e) {
player.pressed(e.getKeyCode());
}
public void keyReleased(KeyEvent e) {
player.released(e.getKeyCode());
}
public void keyTyped(KeyEvent e) {
;
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (player != null) {
player.paint(g);
}
}
}
public static class Player {
public static final int WIDTH = 50, HEIGHT = 50;
public GamePanel game;
public int left, right;
public int y;
public int x, xa;
public Player(GamePanel game, int left, int right, int x) {
this.game = game;
this.left = left;
this.right = right;
this.x = x;
y = game.getHeight() - HEIGHT;
}
public void update() {
if (x > 0 && x < game.getWidth() - WIDTH - 36) {
x += xa;
} else if (x == 0) {
x++;
} else if (x == game.getWidth() - WIDTH - 36) {
x--;
}
}
public void pressed(int keyCode) {
if (keyCode == left) {
xa = -1;
} else if (keyCode == right) {
xa = 1;
}
}
public void released(int keyCode) {
if (keyCode == left || keyCode == right) {
xa = 0;
}
}
public Rectangle getBounds() {
return new Rectangle(x, y, WIDTH, HEIGHT);
}
public void paint(Graphics g) {
System.out.println(x + "x" + y);
g.fillRect(x, y, WIDTH, HEIGHT);
g.setColor(Color.ORANGE);
}
}
}