无法重绘我的 JFrame/JPanel
我创建了一个程序,它只在屏幕上移动一个球.我曾经把所有东西都放在一个类中,但觉得它看起来太乱了,所以我把它分成三个不同的类:Main...初始化所有内容,Game...绘制所有内容并且是一个 JPanel,以及 AL 是一个 KeyListener (这也是问题所在).问题是,无论我尝试将什么传递给它,我都无法让程序从我的 AL 类中重新绘制.有人能帮忙吗?这是我的三门课:
I have created a program that just moves a ball across a screen. I used to have it all in one class, but decided that it looked too messy so I split it up into three different classes: Main... initializes everything, Game... which paints everything and is a JPanel, and AL which is a KeyListener (which is also where the problem is). The problem is that I can't get the program to repaint from my AL class no matter what I try to pass into it. Can anyone help with this? Here are my three classes:
import java.awt.Color;
import javax.swing.JFrame;
public class Main {
static Game game;
static JFrame frame;
public static void main(String[] args) {
game = new Game();
frame = new JFrame();
frame.getContentPane().add(game);
frame.addKeyListener(new AL(game, frame));
frame.setTitle("Game");
frame.setSize(500, 500);
frame.setResizable(true);
frame.setVisible(true);
frame.setBackground(Color.BLACK);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
-
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Game extends JPanel implements Runnable {
int x, y, xCoord, yCoord;
private Image dbImage;
private Graphics dbg;
JFrame frame;
public void changeCoord() {
x += xCoord;
y += yCoord;
if (x <= 20) {
x = 20;
}
if (x >= 480) {
x = 480;
}
if (y <= 40) {
y = 40;
}
if (y >= 480) {
y = 480;
}
}
public void setXCoord(int xcoord) {
xCoord = xcoord;
}
public void setYCoord(int ycoord) {
yCoord = ycoord;
}
public static void main(String[] args) {
Game game = new Game();
Thread t = new Thread(game);
t.start();
}
public Game() {
x = 250;
y = 250;
}
@Override
public void paintComponent(Graphics g) {
g.setColor(Color.GREEN);
g.fillOval(x, y, 15, 15);
}
@Override
public void paint(Graphics g) {
dbImage = createImage(getWidth(), getHeight());
dbg = dbImage.getGraphics();
paintComponent(dbg);
g.drawImage(dbImage, 0, 0, this);
}
@Override
public void run() {
try {
while (true) {
changeCoord();
Thread.sleep(30);
}
} catch (Exception e) {
System.out.println(e.getMessage());
}
}
}
-
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.JFrame;
public class AL extends KeyAdapter {
Game game;
JFrame frame;
public AL(Game game, JFrame frame) {
this.game = game;
this.frame = frame;
}
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == e.VK_LEFT) {
game.setXCoord(-1);
}
if (keyCode == e.VK_RIGHT) {
game.setXCoord(+1);
}
if (keyCode == e.VK_UP) {
game.setYCoord(-1);
}
if (keyCode == e.VK_DOWN) {
game.setYCoord(+1);
}
game.repaint();
}
@Override
public void keyReleased(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == e.VK_LEFT) {
game.setXCoord(0);
}
if (keyCode == e.VK_RIGHT) {
game.setXCoord(0);
}
if (keyCode == e.VK_UP) {
game.setYCoord(0);
}
if (keyCode == e.VK_DOWN) {
game.setYCoord(0);
}
game.repaint();
}
}
推荐答案
让我们从显而易见的开始......
Let's start with the obvious....
这是有问题的...
@Override
public void paintComponent(Graphics g) {
g.setColor(Color.GREEN);
g.fillOval(x, y, 15, 15);
}
@Override
public void paint(Graphics g) {
dbImage = createImage(getWidth(), getHeight());
dbg = dbImage.getGraphics();
paintComponent(dbg);
g.drawImage(dbImage, 0, 0, this);
}
没有必要在 Swing 组件中实现双缓冲,它们已经实现了.另外,你违反了绘画合同,不调用绘画方法超级方法
There's no need to implement double buffering in Swing components, they already are. Also, you're breaking the painting contract, by not call the paint methods super methods
整个事情应该是……
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.GREEN);
g.fillOval(x, y, 15, 15);
}
请参阅 AWT 和 Swing 中的绘画 和 执行自定义绘画了解更多详情
See Painting in AWT and Swing and Performing Custom Painting for more details
KeyListener
众所周知是有问题的.如果它注册的组件是可聚焦的并且具有键盘焦点,它只会引发关键事件.JPanel
默认情况下是不可聚焦的.在运行并尝试使其可聚焦(并感到非常失望)之前,您应该使用 Key Bindings API 代替,旨在克服 KeyListener
KeyListener
is well known for been problematic. It will only raise key events if the component it registered to is focuable AND has keyboard focus. A JPanel
by default, is not focusable. Before you run of and try and make it focusable (and get bitterly disappointed), you should be using the Key Bindings API instead, which was designed to over come the limitations of KeyListener
作为一个基本的例子......
As a basic example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new Game());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class Game extends JPanel {
int x, y, xCoord, yCoord;
public Game() {
x = 250;
y = 250;
addKeyBinding(KeyEvent.VK_LEFT, "move.left", new MoveAction(this, -1, 0));
addKeyBinding(KeyEvent.VK_RIGHT, "move.right", new MoveAction(this, 1, 0));
addKeyBinding(KeyEvent.VK_UP, "move.up", new MoveAction(this, 0, -1));
addKeyBinding(KeyEvent.VK_DOWN, "move.down", new MoveAction(this, 0, 1));
}
protected void addKeyBinding(int keyCode, String name, Action action) {
addKeyBinding(KeyStroke.getKeyStroke(keyCode, 0), name, action);
}
protected void addKeyBinding(KeyStroke keyStroke, String name, Action action) {
InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap actionMap = getActionMap();
inputMap.put(keyStroke, name);
actionMap.put(name, action);
}
public void changeCoord() {
x += xCoord;
y += yCoord;
if (x <= 20) {
x = 20;
}
if (x >= 480) {
x = 480;
}
if (y <= 40) {
y = 40;
}
if (y >= 480) {
y = 480;
}
repaint();
}
public void setXCoord(int xcoord) {
xCoord = xcoord;
changeCoord();
}
public void setYCoord(int ycoord) {
yCoord = ycoord;
changeCoord();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(480, 480);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.GREEN);
g.fillOval(x, y, 15, 15);
}
}
public class MoveAction extends AbstractAction {
private int xDelta;
private int yDelta;
// I'd prefer an interface with just the "move" methods, but
// that's more time I don't have
private Game game;
public MoveAction(Game game, int xDelta, int yDelta) {
this.xDelta = xDelta;
this.yDelta = yDelta;
this.game = game;
}
@Override
public void actionPerformed(ActionEvent e) {
game.setXCoord(xDelta);
game.setYCoord(yDelta);
}
}
}
但是,等等,这不是你想要的(相信我,我是互联网上的一个讨厌的人;)),一个更好的例子可能是......
But, wait, that isn't exactly what you want (trust me, I'm an anoymouse person on the Internet ;)), a better example might be...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.HashSet;
import java.util.Set;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new Game());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public enum Direction {
UP,
LEFT,
DOWN,
RIGHT;
}
public class Game extends JPanel {
int x, y, xCoord, yCoord;
private Set<Direction> movement;
public Game() {
x = 250;
y = 250;
movement = new HashSet<>(4);
addKeyPressedBinding(KeyEvent.VK_LEFT, "left.pressed", new MoveAction(movement, Direction.LEFT, true));
addKeyReleasedBinding(KeyEvent.VK_LEFT, "left.released", new MoveAction(movement, Direction.LEFT, false));
addKeyPressedBinding(KeyEvent.VK_RIGHT, "right.pressed", new MoveAction(movement, Direction.RIGHT, true));
addKeyReleasedBinding(KeyEvent.VK_RIGHT, "right.released", new MoveAction(movement, Direction.RIGHT, false));
addKeyPressedBinding(KeyEvent.VK_UP, "up.pressed", new MoveAction(movement, Direction.UP, true));
addKeyReleasedBinding(KeyEvent.VK_UP, "up.released", new MoveAction(movement, Direction.UP, false));
addKeyPressedBinding(KeyEvent.VK_DOWN, "down.pressed", new MoveAction(movement, Direction.DOWN, true));
addKeyReleasedBinding(KeyEvent.VK_DOWN, "down.released", new MoveAction(movement, Direction.DOWN, false));
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
changeCoord();
}
});
timer.start();
}
protected void addKeyBinding(int keyCode, String name, Action action) {
addKeyBinding(KeyStroke.getKeyStroke(keyCode, 0), name, action);
}
protected void addKeyPressedBinding(int keyCode, String name, Action action) {
addKeyBinding(KeyStroke.getKeyStroke(keyCode, 0, false), name, action);
}
protected void addKeyReleasedBinding(int keyCode, String name, Action action) {
addKeyBinding(KeyStroke.getKeyStroke(keyCode, 0, true), name, action);
}
protected void addKeyBinding(KeyStroke keyStroke, String name, Action action) {
InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap actionMap = getActionMap();
inputMap.put(keyStroke, name);
actionMap.put(name, action);
}
public void changeCoord() {
if (movement.contains(Direction.UP)) {
y--;
} else if (movement.contains(Direction.DOWN)) {
y++;
}
if (movement.contains(Direction.LEFT)) {
x--;
} else if (movement.contains(Direction.RIGHT)) {
x++;
}
x += xCoord;
y += yCoord;
if (x <= 20) {
x = 20;
}
if (x >= 480) {
x = 480;
}
if (y <= 40) {
y = 40;
}
if (y >= 480) {
y = 480;
}
repaint();
}
public void setXCoord(int xcoord) {
xCoord = xcoord;
changeCoord();
}
public void setYCoord(int ycoord) {
yCoord = ycoord;
changeCoord();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(480, 480);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.GREEN);
g.fillOval(x, y, 15, 15);
}
}
public class MoveAction extends AbstractAction {
private Set<Direction> movement;
private Direction direction;
private boolean pressed;
public MoveAction(Set<Direction> movement, Direction direction, boolean pressed) {
this.movement = movement;
this.direction = direction;
this.pressed = pressed;
}
@Override
public void actionPerformed(ActionEvent e) {
if (pressed) {
movement.add(direction);
} else {
movement.remove(direction);
}
}
}
}
它所做的只是在按下一个键时激活一个标志(并在释放它时停用它),然后在 Swing Timer
中,我们检查哪些键是活动的"并更新位置球.
What this does is simply activates a flag when a key is pressed (and deactivates it when it's released), then in a Swing Timer
, we check which keys are "active" and update the location of the ball.
这样做是为了消除在第一次按下并按住某个键时由操作系统引起的键卡顿".在第一个键和重复的键事件之间插入一个延迟.相反,我们只是根据需要打开和关闭标志.
What this does is, eliminates the key "stutter" which is caused by the OS when a key is first pressed and held. A delay is inserted between the first key and the repeated key events. Instead, we just turn the flag on and off as we like.
它还允许您同时在两个方向上移动(水平和垂直)
It also allows you to move in two directions at the same time (horizontally and vertically)
看看 Swing 中的并发 和 如何使用 Swing 计时器 了解更多详情
Have a look at Concurrency in Swing and How to use Swing Timers for more details
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