这是我为创建 pacman 编写的程序。我现在希望吃豆人从一个随机起点直线移动到一个随机目标点。你能建议怎么做吗?
import javax.swing.JFrame;
/**
* Main class for pacman example. All it does is create a frame and put
* the pacman panel in it.
*/
public class PacmanGUI extends JFrame{
private Pacman pc;
public PacmanGUI(){
super("Pacman");
pc = new Pacman();
this.getContentPane().add(pc);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.pack();
this.setVisible(true);
}
public static void main(String[] args) {
new PacmanGUI();
}
}
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
/**
* Pacman class that extends JPanel and paints a pacman animation.
* It uses Timers and Actionlistener to do the Animation.
*
*/
public class Pacman extends JPanel implements ActionListener{
private int figureSize = 50;
private static final int DELAY = 200;
private double mouthOpenPercentages[] = {.1,.5};
private Timer animationTimer;
private int mouthState = 0;
private Point pacManPosition;
/**
* No args constructor that starts the animation.
*/
public Pacman(){
startAnimation();
}
/**
* Overriden paintComponent method that paints pacman.
*/
public void paintComponent(Graphics g) {
super.paintComponent(g);
pacManPosition = new Point(this.getWidth()/2 - figureSize/2,
this.getHeight()/2 - figureSize/2);
g.fillRect(0,0,this.getWidth(), this.getHeight());
drawPacMan(g);
mouthState = (++mouthState) % mouthOpenPercentages.length;
}
/**
* Stops the animation by stopping the animation timer.
*/
public void stopAnimation(){ animationTimer.stop(); }
/**
* Method do deal with actionevents that are triggered. In this
* case we only have actionevents being triggered from our timer
* and by the more usual case of a button click.
*/
public void actionPerformed(ActionEvent e){ repaint(); }
/**
* Gets the size that this component would like to be.
*/
public Dimension getPreferredSize(){ return new Dimension(400,400); }
/**
* Gets the minimum size for this component.
*/
public Dimension getMinimumSize(){ return new Dimension(200,200); }
/**
* Starts the animation by setting a timer. When this timer goes
* off the actionPerformed method will be triggered, which in
* turn triggers the painting.
*/
private void startAnimation(){
if (animationTimer == null){
mouthState = 0;
animationTimer = new Timer(DELAY, this);
animationTimer.start();
} else { //continue animating..
if (!animationTimer.isRunning())
animationTimer.restart();
}
}
/**
* Draws our little pacman on the given graphics canvas.
* @param g
*/
private void drawPacMan(Graphics g){
Color c = g.getColor();
g.setColor(Color.yellow);
g.fillOval(pacManPosition.x, pacManPosition.y, figureSize, figureSize);
//Change color back to original and draw pacman's mouth
g.setColor(c);
//calculate mouth offsets
int yOffset = (int)((figureSize/2)*mouthOpenPercentages[mouthState]);
//draw the mouth cutout.
int x[] = {pacManPosition.x + figureSize/2, pacManPosition.x + figureSize, pacManPosition.x + figureSize};
int y[] = {pacManPosition.y + figureSize/2,
pacManPosition.y + figureSize/2 + yOffset,
pacManPosition.y + figureSize/2 - yOffset};
g.fillPolygon(x, y, x.length);
}
}