我想创建一个计数器。由于我使用挥杆组件的游戏,我也想使用挥杆组件来完成这项任务。
我还希望将Timer重新绘制到JLabel上。 当玩家与完成JLabel碰撞时它应该停止计时器
当我尝试在JLabel上打印出计时器时,我遇到了这个问题:javax.swing.Timer@42cc41de
这个类是游戏窗格类。它是创建游戏的所有组件的地方。墙壁在这里创造。冲突是使用索引的for循环。墙壁是一个阵列。这是我的游戏的简化版本,只包含6个墙。我通常有49.我还减少了一些不必要的类,例如用于文件的类和另一个有第二个迷宫的类。
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
import java.io.FileInputStream;
import java.io.FileOutputStream;
import java.io.ObjectInputStream;
import java.io.ObjectOutputStream;
import java.time.Duration;
import java.time.Instant;
/**
* demonstrates basic animation using a timer, an action listener, and a key
* listener demonstrates basic collisions between rectangular objects
*
* @author 602052004
*/
public class GamePane extends JPanel implements ActionListener, KeyListener {// *change
// GamePane
// to
// GamePane
// This is were the game screen is made and the player is created.
static final long serialVersionUID = 1L;
private Duration timeOutDuration = Duration.ofSeconds(5);
private Instant startTime; // Set this when you're ready to start the timer
JLabel player = new JLabel();
JLabel finish = new JLabel();
JLabel instructions = new JLabel(
"The controls for this game will be using the WASD keys. W is going up, A is going to the left, S is going down and, D is going right.");
JFrame gameFrame;
int playerSpeed = 4;
int FPS = 40;
// This array holds my Jlabels for the walls.I used it so that i can have a
// for loop with an index for the labels.
JLabel[] walls = new JLabel[6];//this is cut down from 49-6
{
walls[0] = new JLabel();
walls[1] = new JLabel();
walls[2] = new JLabel();
walls[3] = new JLabel();
walls[4] = new JLabel();
walls[5] = new JLabel();
}
private final Set<Integer> keys = new HashSet<>();
// The keys set holds the keys being pressed
public static void main(String[] args) {
// Open the GUI window
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
// Create a new object and
// run its go() method
new GamePane().go();
}
});
}
GamePane() {
// Run the parent class constructor
super();
// Allow the panel to get focus
setFocusable(true);
// Don't let keys change the focus
}
protected void go() {
setLayout(new CardLayout());
// Setup the window
gameFrame = new JFrame();
// Add this panel to the window
gameFrame.setLayout(new CardLayout());
gameFrame.add(this, "main");
gameFrame.setContentPane(this);
// Set's the window properties
gameFrame.setTitle("main");
gameFrame.setSize(800, 600);
gameFrame.setLocationRelativeTo(null);
gameFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
gameFrame.setVisible(true);
gameFrame.add(new ButtonPane(gameFrame), "buttons");
// Creates the new JPanel that will hold the game.
JPanel gamestage = new JPanel();
gamestage.setBackground(Color.darkGray);
gameFrame.add(gamestage, "game");
gamestage.setLayout(null);
// *Move the setup of the player and the timer under the walls
// Get a sample of collisions going so that i can do it over the weekend
// Setup the movable box
player.setBounds(25, 25, 20, 20);
player.setVisible(true);
player.setBackground(Color.red);
// Opaque makes the background visible
player.setOpaque(true);
// Setup the key listener
addKeyListener(this);
// Null layout allows moving objects!!!
gamestage.add(player);
// Set the timer
Timer tm = new Timer(1000 / FPS, this);
tm.start();
Timer gameTimer = new Timer(1000 / 30, this);
gameTimer.start();
System.out.println(gameTimer);
walls[0].setBounds(10, 15, 10, 480);// left height
walls[0].setVisible(true);
walls[0].setBackground(Color.white);
walls[0].setOpaque(true);
gamestage.add(walls[0]);
walls[1].setBounds(10, 10, 490, 10);// top width
walls[1].setVisible(true);
walls[1].setBackground(Color.white);
walls[1].setOpaque(true);
gamestage.add(walls[1]);
walls[39].setBounds(490, 10, 10, 480);// Right width
walls[39].setVisible(true);
walls[39].setBackground(Color.white);
walls[39].setOpaque(true);
gamestage.add(walls[39]);
// wall3.setBounds(x, y, width, height);
walls[2].setBounds(10, 100, 100, 10);
walls[2].setVisible(true);
walls[2].setBackground(Color.white);
walls[2].setOpaque(true);
gamestage.add(walls[2]);
walls[3].setBounds(100, 60, 10, 40);
walls[3].setVisible(true);
walls[3].setBackground(Color.white);
walls[3].setOpaque(true);
gamestage.add(walls[3]);
walls[4].setBounds(70, 60, 35, 10);
walls[4].setVisible(true);
walls[4].setBackground(Color.white);
walls[4].setOpaque(true);
gamestage.add(walls[4]);
finish.setBounds(30, 455, 20, 20); // *make the game change to the main
// screen when finished
// Add a timer
finish.setVisible(true);
finish.setBackground(Color.LIGHT_GRAY);
finish.setOpaque(true);
gamestage.add(finish);
instructions.setVisible(true);
instructions.setOpaque(true);
instructions.setBounds(510, 10, 265, 525);
instructions.setBackground(Color.GRAY);
instructions.setForeground(Color.white);
gamestage.add(instructions);
}
/**
* Check if two JLabel objects are touching &
*
* @param a
* The first JLabel
* @param b
* The second JLabel
* @return true if the JLabels are touching
*/
public boolean areColliding(JLabel a, JLabel b) {
return a.getBounds().intersects(b.getBounds());
}
/**
* this method makes the player move. It takes the players speed and subtracts
* or adds the player speed to the current position of the player. It also
* figures out were the player is at currently as well. This method also
* contains a for loop which is used to see if the player is colliding with the
* walls
*
* @param arg0
*/
@Override
public void actionPerformed(ActionEvent arg0) {
// Move up if W is pressed
if (keys.contains(KeyEvent.VK_W)) {
player.setLocation(player.getX(), player.getY() - playerSpeed);
}
// Move right if D is pressed
if (keys.contains(KeyEvent.VK_D)) {
player.setLocation(player.getX() + playerSpeed, player.getY());
}
// Move down if S is pressed
if (keys.contains(KeyEvent.VK_S)) {
player.setLocation(player.getX(), player.getY() + playerSpeed);
}
// Move left if A is pressed
if (keys.contains(KeyEvent.VK_A)) {
player.setLocation(player.getX() - playerSpeed, player.getY());
}
for (int i = 0; i < walls.length; i++) {
if (areColliding(walls[i], player)) { // Reposition the target
int newX = (int) (25);// This is the new location of the player in the X axis once it hits a wall
int newY = (int) (25);// this is the new location of the player in the Y axis once it hits a wall
player.setLocation(newX, newY);// Sets the location of the player once the new X and Y location is set
}
}
if (areColliding(finish, player)) {// to change the pane when you fimish the game
// Reposition the target
int newX = 25;
int newY = 25;
player.setLocation(newX, newY);
CardLayout layout = (CardLayout) gameFrame.getContentPane().getLayout();
layout.show(gameFrame.getContentPane(), "buttons");
}
if (startTime != null) {
Duration runningTime = Duration.between(startTime, Instant.now());
Duration timeRemainig = timeOutDuration.minus(runningTime);
if (timeRemainig.isNegative() || timeRemainig.isZero()) {
// Time has run out...
startTime = null; // stop the timer
System.out.println("finish");
} else {
// Update the UI
repaint();
}
}
}
@Override
public void keyPressed(KeyEvent e) {
// Add the key to the list
// of pressed keys
if (!keys.contains(e.getKeyCode())) {
keys.add(e.getKeyCode());
}
}
@Override
public void keyReleased(KeyEvent e) {
// Remove the key from the
// list of pressed keys
keys.remove((Integer) e.getKeyCode());
}
@Override
public void keyTyped(KeyEvent e) {
}
}
这是包含Button和动作侦听器的按钮窗格。它也为我改变了屏幕。
/**
* This pane contains the button and sets up the button pane
*/
import java.awt.CardLayout;
import java.awt.Color;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class ButtonPane extends JPanel {
private JButton startBTN;// Calls the JButton
JFrame game;
public ButtonPane(JFrame g) {
game = g;
setLayout(new GridBagLayout());
setBackground(Color.gray);// Sets the menu stages color blue
startBTN = new JButton("Start");// Creates a new button
add(startBTN);// Adds the button on the startStage
startBTN.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
if (game.getContentPane().getLayout() instanceof CardLayout) {
CardLayout layout = (CardLayout) getParent().getLayout();
layout.show(game.getContentPane(), "game");
}
}
});
}
}
答案 0 :(得分:2)
当我尝试在JLabel上打印出计时器时,我遇到了这个问题:javax.swing.Timer@42cc41de
Timer
没有任何&#34;时间&#34;信息,它只负责在事件调度线程上定期调度回调。
为了打印正在运行或剩余的时间,您需要根据需要格式化Duration
。
因此,在这个块中,您需要使用一些信息实际更新标签,调用repaint
将简单地绘制状态。
if (startTime != null) {
Duration runningTime = Duration.between(startTime, Instant.now());
Duration timeRemainig = timeOutDuration.minus(runningTime);
if (timeRemainig.isNegative() || timeRemainig.isZero()) {
// Time has run out...
startTime = null; // stop the timer
System.out.println("finish");
} else {
// Update the UI
//repaint();
// Format the duration and update the label...
}
}
如How could I add a refreshing timer to a JLabel using swing components所述,您可以使用类似的内容生成String
Duration
long hours = timeRemainig.toHours();
long mins = timeRemainig.minusHours(hours).toMinutes();
// Or if you're lucky enough to be using Java 9+
//String formatted = String.format("%dhrs %02dmins", duration.toHours(), duration.toMinutesPart());
String formatted = String.format("%dhrs %02dmins", hours, mins);
然后相应地设置标签的文本
// Sorry can't identify your count down label...
countDownLabel.setText(formatted);
另外,你真的,真的,真的,只需要一个Timer