我目前正在开发2D游戏,这将是一个难题。我已完成所有设置,将所有作品都添加到了董事会(称为View
)中,并且它们都已正确对齐。
我的下一步是通过MouseEvent#mousePressed
选择一个片段,以便能够使用带有KeyEvent#keyPressed
的箭头键移动它。我当前遇到的问题是,每当我移动窗口或调整窗口大小时,我的作品都会自己重新绘制。如果我单击一个部件并要移动它,其他部件也将移动(在某种程度上,它们不应移动,因为一个步骤等于大约100像素)。
如果有人可以告诉我我的问题在哪里,并给我一些建议,我将不胜感激。
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Polygon;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class Puzzle {
public static void main(String[] args) {
SwingUtilities.invokeLater(Puzzle::new);
}
public Puzzle() {
JFrame frame = new JFrame("Puzzle");
frame.setSize(400, 600);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
View view = new View();
view.createPieces();
frame.setContentPane(view);
view.setFocusable(true);
MouseAdapterMod listener = new MouseAdapterMod(view);
view.addMouseListener(listener);
view.addKeyListener(listener);
frame.setVisible(true);
}
}
class View extends JPanel {
final List<Piece> pieces = new ArrayList<>();
public View() {
}
void createPieces() {
Piece topLeft = new Piece(100, 100, 0, Color.YELLOW);
pieces.add(topLeft);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D gc = (Graphics2D) g;
for (Piece needle : pieces) {
needle.translate(needle.getLocation().x, needle.getLocation().y);
gc.setColor(needle.color);
gc.fill(needle);
gc.draw(needle);
}
}
}
class Piece extends Polygon {
int x;
int y;
final Color color;
Point location;
Piece(int x, int y, int type, Color color) {
this.x = x;
this.y = y;
this.color = color;
this.location = new Point(x, y);
int[] arrX = new int[] { 0, 100, 100, -100, -100, 0 };;
int[] arrY = new int[] { 0, 0, -100, -100, 100, 100 };
for (int drawIndex = 0; drawIndex < arrX.length; drawIndex++) {
addPoint(arrX[drawIndex], arrY[drawIndex]);
}
}
Point getLocation() {
return location;
}
void setLocation(Point location) {
this.location = location;
}
}
class MouseAdapterMod implements MouseListener, KeyListener {
final View view;
Polygon current;
public MouseAdapterMod(View view) {
this.view = view;
}
@Override
public void mousePressed(MouseEvent e) {
for (Piece piece : view.pieces) {
if (piece.contains(e.getX(), e.getY())) {
current = piece;
System.out.println(current);
}
}
}
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_UP:
current.translate(0, -100);
view.repaint();
break;
case KeyEvent.VK_DOWN:
current.translate(0, +100);
view.repaint();
break;
case KeyEvent.VK_LEFT:
current.translate(-100, 0);
view.repaint();
break;
case KeyEvent.VK_RIGHT:
current.translate(+100, 0);
view.repaint();
break;
}
}
@Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
@Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
}
(抱歉,缩进了,stackoverflow把它弄乱了)
编辑:但问题是,最终我想使用Piece#setLocation
移动我的作品,以始终跟踪其当前的x / y坐标。我想,我需要在绘画中调用Piece#getLocation
才能根据位置绘制它们,但我不知道如何。使用Piece#setLocation
实际上没有任何作用。
答案 0 :(得分:1)
您可以翻译该位置并将其用于绘画,而不是平移多边形:
在keyPressed
中,替换current.translate
来翻译位置而不是整个多边形(例如,您可以覆盖Piece#translate
来调用current.getLocation().translate
)。
在View#paintComponent
中,替换:
needle.translate(needle.getLocation().x, needle.getLocation().y);
使用
gc.translate(needle.getLocation().x, needle.getLocation().y);
并添加
gc.translate(-needle.getLocation().x, -needle.getLocation().y);
for循环的结尾。
这将转换整个Graphics2D
以绘制一个多边形,然后将其还原。
答案 1 :(得分:1)
如果您从this question恢复到Piece
代码,则可以通过以下方式移动代码段:
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_UP:
view.translatePiece(0, -100);
break;
case KeyEvent.VK_DOWN:
view.translatePiece(0, +100);
break;
case KeyEvent.VK_LEFT:
view.translatePiece(-100, 0);
break;
case KeyEvent.VK_RIGHT:
view.translatePiece(+100, 0);
break;
}
}
并添加到您的视图中:
void translatePiece(int dx, int dy) {
if (current != null) {
current.x += dx;
current.y += dy;
repaint();
}
}
if (current != null) { ... }
测试将防止您的应用程序崩溃,如果您在单击某个片段之前按箭头键,则该应用程序会崩溃。