我目前正在为大学项目开发一个Hidato Puzzle解算器。我正在使用Swing和Intellij IDE。
其中一个要求是具有方形,六边形和三角形。方形的形状很容易,但为了实现HexagonalGrid,我写了一个自定义的六角形按钮来扩展JButton。
但是,在尝试渲染网格时,我得到了这个结果。我不知道出了什么问题。
我从{{3}}获得了六角形数学,这在数字上被视为HexGrid圣经。
这是六角形按钮和网格渲染器的代码。
import javax.swing.*;
import java.awt.*;
public class HexagonButton extends JButton {
private Shape hexagon;
float size;
float width, height;
public HexagonButton(float centerX, float centerY, float size){
Polygon p = new Polygon();
this.size = size;
p.reset();
for(int i=0; i<6; i++){
float angleDegrees = (60 * i) - 30;
float angleRad = ((float)Math.PI / 180.0f) * angleDegrees;
float x = centerX + (size * (float)Math.cos(angleRad));
float y = centerY + (size * (float)Math.sin(angleRad));
p.addPoint((int)x,(int)y);
}
width = (float)Math.sqrt(3) * size;
height = 2.0f * size;
hexagon = p;
}
public void paintBorder(Graphics g){
((Graphics2D)g).draw(hexagon);
}
public void paintComponent(Graphics g){
((Graphics2D)g).draw(hexagon);
}
@Override
public Dimension getPreferredSize(){
return new Dimension((int)width, (int)height);
}
@Override
public Dimension getMinimumSize(){
return new Dimension((int)width, (int)height);
}
@Override
public Dimension getMaximumSize(){
return new Dimension((int)width, (int)height);
}
@Override
public boolean contains(int x, int y){
return hexagon.contains(x,y);
}
}
Public class Main extends JFrame implements MouseListener {
/**
* Create the GUI and show it. For thread safety,
* this method should be invoked from the
* event-dispatching thread.
*/
public static void main(String[] args) {
// write your code here
//Schedule a job for the event-dispatching thread:
//creating and showing this application's GUI.
Main main = new Main();
main.pack();
main.setVisible(true);
main.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
Main(){
super();
int rows = 3;
int cols = 3;
setLayout(new GridLayout(rows,cols,-1,-1));
//grid.setBorder(BorderFactory.createEmptyBorder(2,2,2,2));
this.setMinimumSize(new Dimension(173 * rows, 200 * cols+2));
for(int i=0;i<rows;i++){
for(int j=0;j<cols;j++){
float size = 25;
int width = (int)(size * Math.sqrt(3));
int height = (int)(size * 2.0f);
int xOffset = (width / 2);
if(i%2==1){
//Offset odd rows to the right
xOffset += (width/2);
}
int yOffset = height / 2;
int centerX = xOffset + j*width;
int centerY = yOffset + i*height;
HexagonButton hexagon = new HexagonButton(centerX, centerY, size);
hexagon.addMouseListener(this);
hexagon.setMinimumSize(hexagon.getMinimumSize());
hexagon.setMaximumSize(hexagon.getMaximumSize());
hexagon.setPreferredSize(hexagon.getPreferredSize());
//hexagon.setVerticalAlignment(SwingConstants.CENTER);
hexagon.setHorizontalAlignment(SwingConstants.CENTER);
add(hexagon);
}
}
}
}
有谁知道问题可能在哪里?我还是Swing的新手
答案 0 :(得分:2)
对于它的价值,我不会为每个单元使用自定义组件,而是使用单个组件,生成或所需的形状,并将它们绘制到单个组件上
这使您可以更好地控制形状的位置,并且由于Shape
内置了碰撞检测功能,因此可以非常轻松地检测鼠标翻转/点击的单元格。
我做了一些基本代码的调整,并提出了以下示例。
它会创建一个单独的形状,作为&#34;主人&#34;然后我为每个单元格创建一个Area
并将其转换到我想要的位置出现。然后将其添加到List
,用于绘制所有单元格并执行鼠标&#34;命中&#34;检测
这种方法的好处是,它会自动缩放形状以适应可用的组件空间
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Shape;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.AffineTransform;
import java.awt.geom.Area;
import java.awt.geom.GeneralPath;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
// private Shape hexagon;
private List<Shape> cells = new ArrayList<>(6);
private Shape highlighted;
public TestPane() {
addMouseMotionListener(new MouseAdapter() {
@Override
public void mouseMoved(MouseEvent e) {
highlighted = null;
for (Shape cell : cells) {
if (cell.contains(e.getPoint())) {
highlighted = cell;
break;
}
}
repaint();
}
});
}
@Override
public void invalidate() {
super.invalidate();
updateHoneyComb();
}
protected void updateHoneyComb() {
GeneralPath path = new GeneralPath();
float rowHeight = ((getHeight() * 1.14f) / 3f);
float colWidth = getWidth() / 3f;
float size = Math.min(rowHeight, colWidth);
float centerX = size / 2f;
float centerY = size / 2f;
for (float i = 0; i < 6; i++) {
float angleDegrees = (60f * i) - 30f;
float angleRad = ((float) Math.PI / 180.0f) * angleDegrees;
float x = centerX + ((size / 2f) * (float) Math.cos(angleRad));
float y = centerY + ((size / 2f) * (float) Math.sin(angleRad));
if (i == 0) {
path.moveTo(x, y);
} else {
path.lineTo(x, y);
}
}
path.closePath();
cells.clear();
for (int row = 0; row < 3; row++) {
float offset = size / 2f;
int colCount = 2;
if (row % 2 == 0) {
offset = 0;
colCount = 3;
}
for (int col = 0; col < colCount; col++) {
AffineTransform at = AffineTransform.getTranslateInstance(offset + (col * size), row * (size * 0.8f));
Area area = new Area(path);
area = area.createTransformedArea(at);
cells.add(area);
}
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (highlighted != null) {
g2d.setColor(Color.BLUE);
g2d.fill(highlighted);
}
g2d.setColor(Color.BLACK);
for (Shape cell : cells) {
g2d.draw(cell);
}
g2d.dispose();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
}
知道,我现在,你要告诉我他们之间有空间。基于第一个单元格应该在0x0
的事实,我说这个空间来自你的六边形算法,但是我会让你对它进行排序;)
此外,行/列目前是硬编码的(3x3),不应该难以使它们变得更加可变;)
所以,我有一个定位算法的游戏,基于你连接的六边形算法,我能够想出......
protected void updateHoneyComb() {
GeneralPath path = new GeneralPath();
double rowHeight = ((getHeight() * 1.14f) / 3f);
double colWidth = getWidth() / 3f;
double size = Math.min(rowHeight, colWidth) / 2d;
double centerX = size / 2d;
double centerY = size / 2d;
double width = Math.sqrt(3d) * size;
double height = size * 2;
for (float i = 0; i < 6; i++) {
float angleDegrees = (60f * i) - 30f;
float angleRad = ((float) Math.PI / 180.0f) * angleDegrees;
double x = centerX + (size * Math.cos(angleRad));
double y = centerY + (size * Math.sin(angleRad));
if (i == 0) {
path.moveTo(x, y);
} else {
path.lineTo(x, y);
}
}
path.closePath();
cells.clear();
double yPos = size / 2d;
for (int row = 0; row < 3; row++) {
double offset = (width / 2d);
int colCount = 2;
if (row % 2 == 0) {
offset = 0;
colCount = 3;
}
double xPos = offset;
for (int col = 0; col < colCount; col++) {
AffineTransform at = AffineTransform.getTranslateInstance(xPos + (size * 0.38), yPos);
Area area = new Area(path);
area = area.createTransformedArea(at);
cells.add(area);
xPos += width;
}
yPos += height * 0.75;
}
}
现在,六边形相互对立。仍然需要一些工作