import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Racing extends JFrame {
private static final long serialVersionUID = -198172151996959655L;
//makes the screen size
final int WIDTH = 900, HEIGHT = 650;
//keeps track of player speed
double plSpeed = .5;
//numbers that represent direction
final int UP = 0, RIGHT = 1, DOWN = 2, LEFT = 3, STOP = 5, START = 6;
//keeps track of player direction
int p1Direction = START;
//makes player 1's car
Rectangle p1 = new Rectangle ( 100, 325, 30, 30 );
Rectangle foreground = new Rectangle( 500, 500, 200, 200 );
//constructor
public Racing() {
//define defaults for the JFrame
super ("Racing");
setSize( WIDTH, HEIGHT );
setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
setBackground(Color.BLACK);
//start the inner class
Move1 m1 = new Move1();
m1.start();
}
//draws the cars and race track
public void paint(Graphics g) {
super.paint(g);
//draw p1
g.setColor(Color.RED);
g.fillRect(p1.x,p1.y,p1.width,p1.height);
g.setColor(Color.GREEN);
g.fillRect(foreground.x,foreground.y,foreground.width,foreground.height);
}
private class Move1 extends Thread implements KeyListener {
public void run() {
//makes the key listener "wake up"
addKeyListener(this);
//should be done in an infinite loop, so it repeats
while (true) {
//make try block, so it can exit if it errors
try {
//refresh screen
repaint();
//makes car increase speed a bit
if (plSpeed <= 7) {
plSpeed += .2;
}
//lets the car stop
if (plSpeed==0) {
p1Direction = STOP;
}
//moves player based on direction
if (p1Direction==UP) {
p1.y -= (int) plSpeed;
}
if (p1Direction==DOWN) {
p1.y += (int) plSpeed;
}
if (p1Direction==LEFT) {
p1.x -= (int) plSpeed;
}
if (p1Direction==RIGHT) {
p1.x += (int) plSpeed;
}
if (p1Direction==STOP) {
plSpeed = 0;
}
//delays refresh rate
Thread.sleep(75);
}
catch(Exception e) {
//if an error, exit
break;
}
}
}
//have to input these (so it will compile)
public void keyPressed(KeyEvent event) {
try {
//makes car increase speed a bit
if (event.getKeyChar()=='w' ||
event.getKeyChar()=='a' ||
event.getKeyChar()=='s' ||
event.getKeyChar()=='d') {
plSpeed += .2;
repaint();
}
} catch (Exception I) {}
}
public void keyReleased(KeyEvent event) {}
//now, to be able to set the direction
public void keyTyped(KeyEvent event) {
if (plSpeed > 0) {
if (event.getKeyChar()=='a') {
if (p1Direction==RIGHT) {
p1Brake();
} else {
if (p1Direction==LEFT) {
} else {
p1Direction = LEFT;
}
}
}
if (event.getKeyChar()=='s') {
if (p1Direction==UP) {
p1Brake();
} else {
if (p1Direction==DOWN) {
} else {
p1Direction = DOWN;
}
}
}
if (event.getKeyChar()=='d') {
if (p1Direction==LEFT) {
p1Brake();
} else {
if (p1Direction==RIGHT) {
} else {
p1Direction = RIGHT;
}
}
}
if (event.getKeyChar()=='w') {
if (p1Direction==DOWN) {
p1Brake();
} else {
if (p1Direction==UP) {
} else {
p1Direction = UP;
}
}
}
if (event.getKeyChar()=='z') {
p1Brake();
}
}
}
public void p1Brake () {
try {
while (plSpeed != 0) {
plSpeed -= .2;
Thread.sleep(75);
}
} catch (Exception e) {
plSpeed = 0;
}
}
}
//finally, to start the program
public static void main(String[] args) {
Racing frame = new Racing();
frame.setVisible( true );
frame.setLocationRelativeTo( null );
frame.setResizable( false );
}
}
这是我的代码的SSCCE。如果我添加super.paint(g);最重要的是,在课堂内,它会变得华而不实。如果我把它留下来,那么每当你移动玩家时,它就会创建一条玩家所在的线 - 而不是重新绘制。我需要知道如何 - 以及在哪里重绘。我在这里最接近我的答案:
http://www.java-forums.org/awt-swing/37406-repaint-without-flashing.html
但他们有一个小程序(我以前从未处理过,并假设将代码从小程序转换为框架相当棘手)。有人可以帮我吗?
注意:
我不知道你可以用awt制作一个框架,因为我很开心并熟悉挥杆,所以我不想改变。对于那个很抱歉。正如你所看到的,无论我画的是什么,而不仅仅是玩家。
安德鲁,这是我的截图:
哦,它没有注册P2。
答案 0 :(得分:3)
我做了一些改变。以下是我记得的一些内容。
JPanel
,并将绘画移至paintComponent()
。Thread
和Thread.sleep(n)
&amp;替换为Timer
/ ActionListener
。JFrame
的大小。而是为JPanel
(实际绘图区域)设置首选尺寸,并调用JFrame.pack()
以获得正确的整体尺寸。setLocationByPlatform(true)
代替very splash-screen like setLocationRelativeTo(null)
。仔细检查代码以获取更多提示。
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Racing extends JPanel implements KeyListener {
private static final long serialVersionUID = -198172151996959655L;
//keeps track of player speed
double plSpeed = .5;
//numbers that represent direction
final int UP = 0, RIGHT = 1, DOWN = 2, LEFT = 3, STOP = 5, START = 6;
//keeps track of player direction
int p1Direction = START;
//makes player 1's car
Rectangle p1 = new Rectangle ( 100, 25, 30, 30 );
//constructor
public Racing() {
//define defaults for the JFrame
setBackground(Color.BLACK);
//makes the screen size
setPreferredSize(new Dimension(400,50));
//makes the key listener "wake up"
addKeyListener(this);
setFocusable(true);
ActionListener al = new ActionListener() {
public void actionPerformed(ActionEvent ae) {
//refresh screen
repaint();
//makes car increase speed a bit
if (plSpeed <= 7) {
plSpeed += .2;
}
//lets the car stop
if (plSpeed==0) {
p1Direction = STOP;
}
//moves player based on direction
if (p1Direction==UP) {
p1.y -= (int) plSpeed;
}
if (p1Direction==DOWN) {
p1.y += (int) plSpeed;
}
if (p1Direction==LEFT) {
p1.x -= (int) plSpeed;
}
if (p1Direction==RIGHT) {
p1.x += (int) plSpeed;
}
if (p1Direction==STOP) {
plSpeed = 0;
}
}
};
Timer t = new Timer(75,al);
t.start();
}
//draws the cars and race track
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
//draw p1
g.setColor(Color.RED);
g.fillRect(p1.x,p1.y,p1.width,p1.height);
}
//have to input these (so it will compile)
public void keyPressed(KeyEvent event) {
System.out.println(event);
try {
//makes car increase speed a bit
if (event.getKeyChar()=='w' ||
event.getKeyChar()=='a' ||
event.getKeyChar()=='s' ||
event.getKeyChar()=='d') {
plSpeed += .2;
//repaint();
}
} catch (Exception I) {}
}
public void keyReleased(KeyEvent event) {}
//now, to be able to set the direction
public void keyTyped(KeyEvent event) {
if (plSpeed > 0) {
if (event.getKeyChar()=='a') {
if (p1Direction==RIGHT) {
p1Brake();
} else {
if (p1Direction==LEFT) {
} else {
p1Direction = LEFT;
}
}
}
if (event.getKeyChar()=='s') {
if (p1Direction==UP) {
p1Brake();
} else {
if (p1Direction==DOWN) {
} else {
p1Direction = DOWN;
}
}
}
if (event.getKeyChar()=='d') {
if (p1Direction==LEFT) {
p1Brake();
} else {
if (p1Direction==RIGHT) {
} else {
p1Direction = RIGHT;
}
}
}
if (event.getKeyChar()=='w') {
if (p1Direction==DOWN) {
p1Brake();
} else {
if (p1Direction==UP) {
} else {
p1Direction = UP;
}
}
}
if (event.getKeyChar()=='z') {
p1Brake();
}
}
}
public void p1Brake () {
try {
while (plSpeed != 0) {
plSpeed -= .2;
}
} catch (Exception e) {
plSpeed = 0;
}
}
//finally, to start the program
public static void main(String[] args) {
SwingUtilities.invokeLater( new Runnable() {
public void run() {
JFrame f = new JFrame("Racing");
f.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
f.add(new Racing());
f.pack();
f.setLocationByPlatform(true);
f.setResizable( false );
f.setVisible( true );
}
});
}
}
答案 1 :(得分:1)
你永远不应该尝试直接在画布上绘制,使用后台线程始终保持下一帧准备就绪,并将其与旧帧交换。
while (state == RUNNING)
{
long beforeTime = System.nanoTime();
gEngine.update(); // update stuff like game score life etc..
Canvas c = null;
try
{
c = mSurfaceHolder.lockCanvas(null);
synchronized (mSurfaceHolder)
{
drawable.setBounds(0, 0, 800, 600);
drawable.draw(c); // flash new background if required for the new frame
gEngine.draw(c); // update game state
}
} finally
{
if (c != null)
{
mSurfaceHolder.unlockCanvasAndPost(c);
}
}
this.sleepTime = delay
- ((System.nanoTime() - beforeTime) / 1000000L);
try
{
if (sleepTime > 0)
{
Thread.sleep(sleepTime);
}
} catch (InterruptedException ex)
{
Logger.getLogger(PaintThread.class.getName()).log(Level.SEVERE,
null, ex);
}
}
}
答案 2 :(得分:0)
将代码从applet更改为JFrame并不难。 将类的扩展名重命名为JPanel:
public class Racing extends JPanel
然后在实例化新赛车的方法中
将其更改为实例化新的JFrame
以及setTitle(...)
之类的竞赛中的任何方法现在都会将错误移动到实例化新JFrame的方法,如(whatever you named the JFrame reference).setTitle(...)
然后将以下代码应用于JFrame的其余部分:
JFrame.add(new Racing());
JFrame.setSize(*the size of Racing window*);