如何在Java中绘制以不同速度移动的多个对象?

时间:2017-02-21 03:54:57

标签: java arrays swing graphics jpanel

我正在为课堂上的家庭作业工作,而且它已经很晚了,因为尽管我正在进行所有的研究,但我似乎无法理解这些材料。我是初学者,对java的方式不太了解。此外,这是我的第一篇文章,所以当你读这篇文章时请原谅。

我正在构建我的教科书中的源代码,我最近为过去的作业更新了这个源代码,但现在我正在尝试生成一个绘制多个正方形并以不同速度独立移动这些对象的类。他们都需要从墙上反弹。我按照说明创建了两个数组,它们将随机的x和y值保持在1到10之间。但是,我对数组很困难,我确信我没有正确地执行它。所以,我希望得到一些反馈,看看我是否正确设置了它。

我有一个jpanel拉起和绘图,只要有一个正方形它可以正常工作从墙壁上弹跳,但是当我画了不止一个时,情况会发生变化。不要独立移动,他们也分享相同的速度。有些甚至不时消失。这真的让我失望了。我感谢任何帮助!

简而言之,我正在尝试绘制所有以不同方向和不同速度行进的新方块。根据我们的指示,我们假设创建并使用两个处理x和y值的数组。

这是我到目前为止所做的:

public class DotsPanel extends JPanel
{
private int delay = 15;
private final int SIZE = 7, IMAGE_SIZE = 3;  // radius of each dot
private Timer timer;
private int x, y, i;
private ArrayList<Point> pointList;
static int [] xarray = new int [1000];
static int [] yarray = new int [1000];
Random rand = new Random();
   //-----------------------------------------------------------------
   //  Constructor: Sets up this panel to listen for mouse events.
   //-----------------------------------------------------------------
   public DotsPanel()
   {
      pointList = new ArrayList<Point>();
      int [] xarray = new int [1000];
      int [] yarray = new int [1000];

      timer = new Timer(delay, new ReboundListener());
      addMouseListener (new DotsListener());
      addMouseMotionListener (new DotsListener());

      setBackground(Color.gray);
      setPreferredSize(new Dimension(700, 500));
      for(int i = 0; i < xarray.length; i++)
      {   
      xarray[i] = rand.nextInt(7);
      yarray[i] = rand.nextInt(7);
      }
      timer.start();          
   }

   //-----------------------------------------------------------------
   //  Draws all of the dots stored in the list.
   //-----------------------------------------------------------------
   public void paintComponent(Graphics page)
   {
      super.paintComponent(page);
      page.setColor(Color.BLUE); 

      for (Point spot : pointList)
      {  
        page.fillRect(spot.x-SIZE, spot.y-SIZE, 25, 25);
        page.drawString("Count: " + pointList.size(), 5, 15);
      }
   }



//*****************************************************************
   //  Represents the listener for mouse events.
   //*****************************************************************
   private class DotsListener implements MouseListener, MouseMotionListener
   {
      //--------------------------------------------------------------
      //  Adds the current point to the list of points and redraws
      //  the panel whenever the mouse button is pressed.
      //--------------------------------------------------------------
      public void mousePressed(MouseEvent event)
      {
            pointList.add(event.getPoint());    
            repaint();
      }
      public void mouseDragged(MouseEvent event)
      {
        // initially I had two xarray and yarray in here just like in 
        // mouseClicked
        // but it did not change anything when removed  
      }
      //--------------------------------------------------------------
      //  Provide empty definitions for unused event methods.
      //--------------------------------------------------------------
      public void mouseClicked(MouseEvent event) 
      { 
          xarray[i] = rand.nextInt(7);
          yarray[i] = rand.nextInt(7);            
      }
      public void mouseReleased(MouseEvent event) {}
      public void mouseEntered(MouseEvent event) {}
      public void mouseExited(MouseEvent event) {}
      public void mouseMoved(MouseEvent e) {}
   }
   private class ReboundListener implements ActionListener
   {
      //--------------------------------------------------------------
      //  Updates the position of the image and possibly the direction
      //  of movement whenever the timer fires an action event.
      //--------------------------------------------------------------
      public void actionPerformed(ActionEvent event)
      {


            for (Point spot : pointList) 
            {   
                spot.x += xarray[i];
                spot.y += yarray[i];
                if (spot.x <= 0 || spot.x >= 700)
                    xarray[i] = xarray[i] * -1;
                if (spot.y <= 0 || spot.y >= 500)
                    yarray[i] = yarray[i] * -1;
                repaint();  
            }
      }
    }   
}   

1 个答案:

答案 0 :(得分:3)

  

但是,我在使用数组时很困难,而且我确信我没有正确地做到这一点。

我不会使用数组。

相反,让Ball对象管理自己的状态。然后,您可以为每个Ball设置不同的颜色,速度,大小等。然后当Timer触发时,您只需计算新位置并重新绘制Ball

这是一个让你入门的例子:

import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.util.*;
import javax.swing.*;
import javax.swing.Timer;

public class BallAnimation4
{
    private static void createAndShowUI()
    {
        BallPanel panel = new BallPanel();

        JFrame frame = new JFrame("BallAnimation4");
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.add( panel );
        frame.setSize(800, 600);
        frame.setLocationRelativeTo( null );
        //frame.setExtendedState(JFrame.MAXIMIZED_BOTH);
        frame.setVisible( true );

        panel.addBalls(5);
        panel.startAnimation();
    }

    public static void main(String[] args)
    {
        EventQueue.invokeLater(new Runnable()
        {
            public void run()
            {
                createAndShowUI();
            }
        });
    }
}

class BallPanel extends JPanel implements ActionListener
{
    private ArrayList<Ball> balls = new ArrayList<Ball>();

    public BallPanel()
    {
        setLayout( null );
        setBackground( Color.BLACK );
    }

    public void addBalls(int ballCount)
    {
        Random random = new Random();

        for (int i = 0; i < ballCount; i++)
        {
            Ball ball = new Ball();
            ball.setRandomColor(true);
            ball.setLocation(random.nextInt(getWidth()), random.nextInt(getHeight()));
            ball.setMoveRate(32, 32, 1, 1, true);
//          ball.setMoveRate(16, 16, 1, 1, true);
            ball.setSize(32, 32);
            balls.add( ball );
        }
    }

    @Override
    public void paintComponent(Graphics g)
    {
        super.paintComponent(g);

        for (Ball ball: balls)
        {
            ball.draw(g);
        }
    }

    public void startAnimation()
    {
        Timer timer = new Timer(75, this);
        timer.start();
    }

    public void actionPerformed(ActionEvent e)
    {
        move();
        repaint();
    }

    private void move()
    {
        for (Ball ball : balls)
        {
            ball.move(this);
        }
    }


    class Ball
    {
        public Color color = Color.BLACK;

        public int x = 0;
        public int y = 0;
        public int width  = 1;
        public int height = 1;

        private int moveX = 1;
        private int moveY = 1;
        private int directionX = 1;
        private int directionY = 1;
        private int xScale = moveX;
        private int yScale = moveY;

        private boolean randomMove = false;
        private boolean randomColor = false;
        private Random myRand = null;

        public Ball()
        {
            myRand = new Random();
            setRandomColor(randomColor);
        }

        public void move(JPanel parent)
        {
            int iRight = parent.getSize().width;
            int iBottom = parent.getSize().height;

            x += 5 + (xScale * directionX);
            y += 5 + (yScale * directionY);

            if (x <= 0)
            {
                x = 0;
                directionX *= (-1);
                xScale = randomMove ? myRand.nextInt(moveX) : moveX;
                if (randomColor) setRandomColor(randomColor);
            }

            if (x >= iRight - width)
            {
                x = iRight - width;
                directionX *= (-1);
                xScale = randomMove ? myRand.nextInt(moveX) : moveX;
                if (randomColor) setRandomColor(randomColor);
            }

            if (y <= 0)
            {
                y = 0;
                directionY *= (-1);
                yScale = randomMove ? myRand.nextInt(moveY) : moveY;
                if (randomColor) setRandomColor(randomColor);
            }

            if (y >= iBottom - height)
            {
                y = iBottom - height;
                directionY *= (-1);
                yScale = randomMove ? myRand.nextInt(moveY) : moveY;
                if (randomColor) setRandomColor(randomColor);
            }
        }

        public void draw(Graphics g)
        {
            g.setColor(color);
            g.fillOval(x, y, width, height);
        }

        public void setColor(Color c)
        {
            color = c;
        }

        public void setLocation(int x, int y)
        {
            this.x = x;
            this.y = y;
        }

        public void setMoveRate(int xMove, int yMove, int xDir, int yDir, boolean randMove)
        {
            this.moveX = xMove;
            this.moveY = yMove;
            directionX  = xDir;
            directionY  = yDir;
            randomMove  = randMove;
        }

        public void setRandomColor(boolean randomColor)
        {
            this.randomColor = randomColor;

            switch (myRand.nextInt(3))
            {
                case 0:  color = Color.BLUE;
                         break;
                case 1:  color = Color.GREEN;
                         break;
                case 2:  color = Color.RED;
                         break;
                default: color = Color.BLACK;
                         break;
            }
        }

        public void setSize(int width, int height)
        {
            this.width  = width;
            this.height = height;
        }
    }
}

由于您的阵列仅包含您想要绘制的点,因此您没有任何关于每个点应移动的速度的信息。您可以做的最好是创建一个随机数量,每次更改位置时应移动每个点。这会产生不稳定的运动,因为每次移动一个点时距离都是随机的。

如果你想要更加恒定的速度,那么你需要创建第二个数组来包含每个点每次应该移动的距离。

每次希望新属性对于要绘制的对象是唯一的时,这会开始变得混乱。这就是为什么创建具有多个属性的自定义对象的方法更容易管理。