如何动态创建要添加到Java中的ArrayList的对象

时间:2017-09-29 01:10:12

标签: java oop arraylist data-structures codenameone

我目前正在使用Java和Codename One构建2D小行星游戏,重点关注OOP模式。但是,我遇到了麻烦,试图动态创建新对象(在我的情况下,我要添加的对象是一个超类GameObject)添加到ArrayList。正如你在GameWorld.java的void init()方法中看到的,我创建了一个包含GameObject类型的列表,其中包括Asteroids,Ships,Spacestations的子类。

程序要求在类中输入命令键盘,例如'a',然后应该将新的Asteroid(GameObject的子类)对象添加到ArrayList中。用户应该能够添加尽可能多的Asteroids,因为他们想要分配给ArrayList。

我的问题是:我如何做 没有 已经声明了一个名为AsteroidTest的变量类型Asteroid,就像我目前一直在做的那样我的GameWorld类的addAsteroid()函数?谢谢!

GameWorld.java

package com.mycompany.a1;

import java.util.ArrayList; //For ArrayList Usage

public class GameWorld {

public void init() {
    ArrayList<GameObject> list = new ArrayList<GameObject>();
}
//other methods here to manipulate Game objects and data
public void addShip() {
    Ship ShipTest = new Ship();  

    list.add(ShipTest);

    System.out.println(ShipTest.getLocation());
}

public void addAsteroid(){
    Asteroid AsteroidTest = new Asteroid();

    list.add(AsteroidTest);


    System.out.println(AsteroidTest.getLocation());
}


public void addSpaceStation(){

}
}

Game.java

package com.mycompany.a1;

import com.codename1.ui.events.ActionListener;
import com.codename1.ui.Label;
import com.codename1.ui.TextField;
import com.codename1.ui.events.ActionEvent;
import java.lang.String;
import com.codename1.ui.Form;

public class Game extends Form{
private GameWorld gw;

public Game (){
    gw  = new GameWorld();
    gw.init();
    play();

}

private void play(){

    Label myLabel=new Label("Enter a Command:"); this.addComponent(myLabel);
    final TextField myTextField=new TextField();
    this.addComponent(myTextField);
    this.show();
    myTextField.addActionListener(new ActionListener(){
        public void actionPerformed(ActionEvent evt) {
            String sCommand=myTextField.getText().toString();
            myTextField.clear();
            switch (sCommand.charAt(0)){
            case 's':
                gw.addShip();
                break;
            case 'a':
                gw.addAsteroid();
                break;
            case 'b':
                gw.addSpaceStation();
                break;
            //add code to handle rest of the commands
            } //switch
        } //actionPerformed
    } //new ActionListener()
            ); //addActionListener
    } //play
  //code to enter text field and receive keyboard input 
}

GameObject.java 超类。子类包括小行星,船舶,导弹,SpaceStation

package com.mycompany.a1;

public abstract class GameObject {
private double x;
private double y;

public GameObject(){
    x = 0;
    y = 0;
}

public double getX(){
    return x;
}

public void setX(double newX){
    x = newX;
}

public double getY(){
    return y;
}

public void setY(double newY){
    y = newY;
}

public String getLocation(){
    return "(" + x + ", " + y + ")";

 }
}

Asteroid.java

 package com.mycompany.a1;

 import java.util.Random;

 public class Asteroid extends MovableObject {

 private Random rand = new Random();


 public Asteroid() {
    setX(rand.nextInt(1023) + rand.nextDouble());

    setY(rand.nextInt(767) + rand.nextDouble());// TODO Auto-generated 
  constructor stub
  }

 }

1 个答案:

答案 0 :(得分:1)

这很简单:

public void addAsteroid(){
  this.list.add(new Asteroid());
}

但是如果你想打印位置,你必须在创建新的小行星时这样做,所以在构造函数中:

public GameObject(){
  x = 0;
  y = 0;
  System.out.println("(" + x + ", " + y + ")");
}

此外:

  • ArrayList<GameObject> list声明为List<GameObject>以使用抽象非特定实现
  • List<GameObject> list声明为GameWorld类中的私有字段
  • 考虑使用构造函数而不是public void init()
  • 如果出现疑问问题,请使用java.util.concurrent.CopyOnWriteArrayList<E>代替传统列表
  • 考虑在GameObject中使用第二个构造函数来处理创建具有初始坐标的对象+删除setX和setY方法+引入moveTo(double x, double y)方法以更清楚地表达意图