在使用 JFrame 编写一个简单的 Tron 游戏时,我遇到了一些问题。我不确定如何将“光周期”的显示保持在屏幕上显示的一条线上,但同时重新绘制屏幕以使移动仍然有效。这是我的代码:(仅供参考,一切都可以编译并且一切正常,因为它在这里写得很好)
public class Tron extends JPanel{
public static int x = 40;
public static int y = 40;
public static int h = 360;
public static int k = 360;
public final static int size = 10;
public static int move = 1;
public static int dir = 0;
static final Tron m = new Tron();
static final JFrame frame = new JFrame("1P Tron");
public static void main(String[] args){
frame.setSize(400,400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(m);
m.setBackground(Color.black);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
Action actionRight = new AbstractAction(){
public void actionPerformed(ActionEvent actionRightEvent){
dir = 1;
x += 5;
if(x > 390){
x = -5;
};
m.repaint();
}
};
Action actionLeft = new AbstractAction(){
public void actionPerformed(ActionEvent actionLeftEvent){
dir = 2;
x -= 5;
if(x < 0){
x = 395;
};
m.repaint();
}
};
Action actionUp = new AbstractAction(){
public void actionPerformed(ActionEvent actionUpEvent){
dir = 3;
y -= 5;
if(y < 0){
y = 375;
};
m.repaint();
}
};
Action actionDown = new AbstractAction(){
public void actionPerformed(ActionEvent actionDownEvent){
dir = 4;
y += 5;
if(y > 370){
y = 0;
};
m.repaint();
}
};
KeyStroke right = KeyStroke.getKeyStroke("RIGHT");
KeyStroke left = KeyStroke.getKeyStroke("LEFT");
KeyStroke up = KeyStroke.getKeyStroke("UP");
KeyStroke down = KeyStroke.getKeyStroke("DOWN");
InputMap inputMap = m.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
inputMap.put(right, "RIGHT");
inputMap.put(left, "LEFT");
inputMap.put(up, "UP");
inputMap.put(down, "DOWN");
m.getActionMap().put("RIGHT", actionRight);
m.getActionMap().put("LEFT", actionLeft);
m.getActionMap().put("UP", actionUp);
m.getActionMap().put("DOWN", actionDown);
}
@Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g){
g.setColor(Color.BLUE);
g.fillRect(x, y, size, size);
g.drawString("Tron", 190, 390);
}
}
另外,我想知道如何制作它,以便当我按下箭头键时,而不是只从 x 或 y 坐标中添加或减去一次,它会不断添加到它,直到按下另一个箭头。
编辑:为了让这个问题更容易理解,python 等价物将在curses
库的 x 和 y 坐标处绘制一个字符,使用箭头键在屏幕上移动它,但从不调用stdscr.clear()
.
编辑:在互联网上搜索试图弄清楚如何g.drawPolygon()
按照 MadProgrammer 的建议使用时,我遇到了一个有趣的想法,即添加一个变量来帮助程序“记住”最后一次按下哪个键并基于该添加到坐标中. 我认为这将消除对多边形的需求,并且我可以使用该Translate()
方法,但是当我添加翻译时,程序停止工作。我需要使用其他方法吗,还是我做错了什么?这是新代码:
import javax.swing.*;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.InputMap;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import java.awt.*;
import java.awt.event.*;
import java.awt.event.ActionEvent;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Enumeration;
import java.util.Iterator;
import java.util.List;
public class Tron extends JPanel{
public static int x = 40;
public static int y = 40;
public static int h = 360;
public static int k = 360;
public static int size = 10;
public static int move = 1;
public static int dir = 1;
static final Tron m = new Tron();
static final JFrame frame = new JFrame("1P Tron");
public static void main(String[] args){
frame.setSize(400,400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(m);
m.setBackground(Color.black);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
Action actionRight = new AbstractAction(){
public void actionPerformed(ActionEvent actionRightEvent){
dir = 1;
};
};
Action actionLeft = new AbstractAction(){
public void actionPerformed(ActionEvent actionLeftEvent){
dir = 2;
};
};
Action actionUp = new AbstractAction(){
public void actionPerformed(ActionEvent actionUpEvent){
dir = 3;
};
};
Action actionDown = new AbstractAction(){
public void actionPerformed(ActionEvent actionDownEvent){
dir = 4;
};
};
KeyStroke right = KeyStroke.getKeyStroke("RIGHT");
KeyStroke left = KeyStroke.getKeyStroke("LEFT");
KeyStroke up = KeyStroke.getKeyStroke("UP");
KeyStroke down = KeyStroke.getKeyStroke("DOWN");
InputMap inputMap = m.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
inputMap.put(right, "RIGHT");
inputMap.put(left, "LEFT");
inputMap.put(up, "UP");
inputMap.put(down, "DOWN");
m.getActionMap().put("RIGHT", actionRight);
m.getActionMap().put("LEFT", actionLeft);
m.getActionMap().put("UP", actionUp);
m.getActionMap().put("DOWN", actionDown);
}
@Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
draw(g);
p1_move(m);
}
public void p1_move(Tron m){
if(dir == 1){
if(x > 390){
x = -5;
};
x += 5;
m.repaint();
}else if(dir == 2){
if(x < 0){
x = 395;
};
x -= 5;
m.repaint();
}else if(dir == 3){
if(y < 0){
y = 375;
};
y -= 5;
m.repaint();
}else if(dir == 4){
if(y > 370){
y = 0;
};
y += 5;
m.repaint();
}
}
public void draw(Graphics g){
g.setColor(Color.BLUE);
g.fillRect(40, 40, size, size);
g.translate(x, y);
}
}
顺便说一句,如果有人想知道为什么所有的java.Util.*
's 都是单独导入的,我本来打算用它们来创建一个ArrayList
,但后来决定反对它,从来没有把它们拿出来。
编辑:关于这个问题的一个列表编辑,我的程序几乎完成了。我想知道的最后一件事是如何为我的 cpu 播放器放置一个随机数生成器。最初它有一条固定的路径,如果你存活的时间足够长,它会在几秒钟后“杀死”自己,但我认为如果他只是走随机路径会更有趣。我已经知道如何使用 编写随机数生成器java.util.Random
,但是这些代码最终总是比我为我的游戏所谎称的要长得多,所以我想知道是否可以将它添加到大约五个或六个陈述。