私はスレッド化に少し慣れていないので、ご容赦ください。関連するすべてのクラスは、簡単に参照できるように、テキストの下にまとめて表示されます。
バックストーリー:
このチュートリアルに従って、単純なポンのようなゲームを作成しました: http://www.edu4java.com/en/game/game1.html
すべてが完全に機能したので、すべてがどのように機能するかをよりよく理解するために変更を加えました。チュートリアルでは、アニメーションを連続再生する主な方法があります。チュートリアルの作成者によると、Thread.sleep(10)
「...実行中のスレッドが 10 ミリ秒スリープする必要があることをプロセッサに伝えます。これにより、プロセッサは他のスレッド、特にペイント メソッドを呼び出す AWT-EventQueue スレッドを実行できるようになります。」
さて、私の質問はこれです:
(ただの楽しみと Java の練習のため) 私は、自分が作成するさまざまな小さなプログラムやゲームすべての「ランチャー」を作成しました。ランチャー内でポンゲームを動作させるにはまだ必要です。pong フレーム内に main メソッドがないと、アニメーションは実行されません。以下のコードに main メソッドを残して、機能するようにしました。メイン以外の場所からアニメーションを起動するにはどうすればよいですか?
コードは次のとおりです。
フレームと主な方法:
package pongGame;
import javax.swing.*;
public class PongMainGUI extends JFrame
{
private static final int WINDOW_WIDTH = 500;
private static final int WINDOW_HEIGHT = 800;
private static AnimationPanel panel;
public PongMainGUI()
{
//This line sets the title, and, since it calls the super constructor, it calls setTitle().
super("Pong!");
panel = new AnimationPanel(this);
//This method simply makes the screen appear in the center of whatever size screen you are using.
setLocationRelativeTo(null);
setSize(WINDOW_WIDTH,WINDOW_HEIGHT);
add(panel);
setVisible(true);
}
public static void main(String args[]) throws InterruptedException
{
new PongMainGUI();
while(true)
{
System.out.println("PongMainGUI");
panel.repaint();
panel.move();
Thread.sleep(10);
}
}
}
アニメーション パネル:
package pongGame;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.event.MouseInputListener;
@SuppressWarnings("serial")
public class AnimationPanel extends JPanel
{
PongMainGUI frame;
Ball ballClass;
Racquet racquetClass;
boolean bool = false;
public AnimationPanel(PongMainGUI frame)
{
this.frame = frame;
addMouseListener(new MouseListener()
{
@Override
public void mouseClicked(MouseEvent arg0)
{
}
@Override
public void mouseEntered(MouseEvent arg0)
{
}
@Override
public void mouseExited(MouseEvent arg0)
{
}
@Override
public void mousePressed(MouseEvent arg0)
{
}
@Override
public void mouseReleased(MouseEvent arg0)
{
}
});
addMouseMotionListener(new MouseMotionListener()
{
@Override
public void mouseDragged(MouseEvent e)
{
}
@Override
public void mouseMoved(MouseEvent e)
{
}
});
addKeyListener(new KeyListener()
{
@Override
public void keyPressed(KeyEvent e)
{
racquetClass.keyPressed(e);
}
@Override
public void keyReleased(KeyEvent e)
{
racquetClass.keyReleased(e);
}
@Override
public void keyTyped(KeyEvent e)
{
}
});
//This is needed to ensure that the keyboard will register properly and receive focus.
setFocusable(true);
ballClass = new Ball(this);
racquetClass = new Racquet(this);
}
public void move()
{
//ballClass.moveBall();
racquetClass.moveRacquet();
}
@Override
public void paint(Graphics g)
{
System.out.println("AnimationPanel paint method");
//This method clears the panel so it appears as if the circle is moving.
super.paint(g);
//Better version of Graphics.
Graphics2D g2d = (Graphics2D) g;
//This method turns antialiasing on, which cleans up the corners.
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
ballClass.paint(g2d);
racquetClass.paint(g2d);
}
public void gameOver()
{
System.out.println("Game over method");
JOptionPane.showMessageDialog(null, "Game Over", "Game Over", JOptionPane.YES_NO_OPTION);
System.exit(ABORT);
}
}
ボール「スプライト」:
package pongGame;
import java.awt.Graphics2D;
import java.awt.Rectangle;
public class Ball
{
int xCoordinate = 0;
int yCoordinate = 0;
//1 = right movement, -1 = left
int xDirection = 1;
int yDirection = 1;
private final static byte ballWidth = 30;
private final static byte ballHeight = 30;
private AnimationPanel panel;
public Ball(AnimationPanel panel)
{
this.panel = panel;
}
public void paint(Graphics2D g2d)
{
//This creates the actual circle with a specified width and height.
//Because super.paint(g) is called at the start, a new circle is created each time.
g2d.fillOval(xCoordinate, yCoordinate, ballWidth, ballHeight);
System.out.println("Ball paint method");
moveBall();
}
//What this method does is add 1 to the x and y coordinates each time it's called. However, getWidth() and getHeight() are used to determine the current panel size, not the frame size.
//Then, whatever the width and/or height is is subtracted so the circle does not completely disappear from view.
public void moveBall()
{
if (xCoordinate + xDirection < 0)
{
xDirection = 1;
}
else if (xCoordinate + xDirection > panel.getWidth() - ballWidth)
{
xDirection = -1;
}
if (yCoordinate + yDirection < 0)
{
yDirection = 1;
}
else if (yCoordinate + yDirection > panel.getHeight() - ballHeight)
{
System.out.println("Ball moveBall method");
panel.gameOver();
}
if (collision() == true)
{
yDirection = -1;
yCoordinate = panel.racquetClass.getPaddleHeight() - ballHeight;
}
xCoordinate = xCoordinate + xDirection;
yCoordinate = yCoordinate + yDirection;
}
public Rectangle getBounds()
{
return new Rectangle(xCoordinate, yCoordinate, ballWidth, ballHeight);
}
private boolean collision()
{
return panel.racquetClass.getBounds().intersects(getBounds());
}
}
最後に、ラケットの「スプライト」:
package pongGame;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
public class Racquet
{
private AnimationPanel panel;
private int xCoordinate = 0;
//0 = no movement, 1 is right, -1 is left.
private byte direction = 0;
//All of the following values are in pixels.
private final static byte PADDLE_OFFSET = 100;
private final static byte PADDLE_WIDTH = 120;
private final static byte PADDLE_HEIGHT = 10;
public Racquet(AnimationPanel panel)
{
this.panel = panel;
}
public void moveRacquet()
{
if (xCoordinate + direction > 0 && xCoordinate + direction < panel.getWidth()-60)
xCoordinate = xCoordinate + direction;
}
public void paint(Graphics2D g)
{
g.fillRect(xCoordinate, getPaddleHeight(), PADDLE_WIDTH, PADDLE_HEIGHT);
//move();
}
public void keyReleased(KeyEvent e)
{
direction = 0;
}
public void keyPressed(KeyEvent e)
{
if (e.getKeyCode() == KeyEvent.VK_LEFT)
direction = -1;
if (e.getKeyCode() == KeyEvent.VK_RIGHT)
direction = 1;
}
public Rectangle getBounds()
{
return new Rectangle(xCoordinate, getPaddleHeight(), PADDLE_WIDTH, PADDLE_HEIGHT);
}
public int getPaddleHeight()
{
return panel.getHeight() - PADDLE_OFFSET;
}
}
これは役に立たないかもしれませんが、ゲームを開くために使用したかったランチャーのコードは次のとおりです。
これが「メインメニュー」です。
package GUI;
import javax.swing.*;
import painter.MainPainterGUI;
import java.awt.*;
import java.awt.event.*;
/**
* This class serves to create the launcher gui for the program.
* It extends JFrame.
* @author Jackson Murrell
*/
@SuppressWarnings("serial")
public class LauncherGUI extends JFrame implements ActionListener
{
//A couple constants that are used for sizing things.
private final short WINDOW_HEIGHT = 225;
private final short WINDOW_WIDTH = 550;
private final byte BLANK_SPACE = 25;
//Panels to use for adding in components.
JPanel textPanel, buttonPanel, mainPanel;
//Buttons for user input and selection.
JButton calculator, colorChooser, timer, exit, primeNumberTester, game, painter;
//A text label that will be used for giving the user
//instructions on the program.
JLabel textLabel;
//A constructor to create the GUI components when an object of this class is created.
public LauncherGUI()
{
//This call's the parent method's (JFrame) setTitle method.
super("Omni-program");
//These methods set various options for the JFrame.
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
setLocationRelativeTo(null);
textPanel = new JPanel();
buttonPanel = new JPanel();
mainPanel = new JPanel();
calculator = new JButton("Calculator");
colorChooser = new JButton("Color Chooser");
timer = new JButton("Timer");
primeNumberTester = new JButton("Prime Number Tester");
game = new JButton("Games");
exit = new JButton("Exit Launcher and Programs");
painter = new JButton("Painter");
calculator.addActionListener(this);
colorChooser.addActionListener(this);
timer.addActionListener(this);
exit.addActionListener(this);
primeNumberTester.addActionListener(this);
game.addActionListener(this);
painter.addActionListener(this);
textLabel = new JLabel("Welcome to the launcher! Click the button for the mini-program you would like to run.", 0);
textPanel.add(Box.createVerticalStrut(BLANK_SPACE));
textPanel.add(textLabel);
buttonPanel.add(calculator);
buttonPanel.add(colorChooser);
buttonPanel.add(timer);
buttonPanel.add(primeNumberTester);
buttonPanel.add(game);
buttonPanel.add(painter);
buttonPanel.add(exit);
mainPanel.setLayout(new GridLayout(2,1));
mainPanel.add(textPanel);
mainPanel.add(buttonPanel);
//mainPanel.add(Box.createVerticalStrut(BLANK_SPACE));
add(mainPanel);
//pack();
//Having this line at the end instead of the top ensures that once everything is added it is all set to be visible.
setVisible(true);
}
//This method is required since ActionListener is implemented.
//It will be used to process user input.
@Override
public void actionPerformed(ActionEvent e)
{
if (e.getSource() == calculator)
{
new CalculatorGUI();
dispose();
}
else if (e.getSource() == colorChooser)
{
new ColorChooserGUI();
dispose();
}
else if(e.getSource() == timer)
{
new TimerGUI();
dispose();
}
else if (e.getSource() == primeNumberTester)
{
new PrimeNumberTesterGUI();
dispose();
}
else if(e.getSource() == exit)
{
System.exit(0);
}
else if(e.getSource() == painter)
{
new MainPainterGUI();
dispose();
}
else if(e.getSource() == game)
{
new GameLauncherGUI();
dispose();
}
}
}
実際のゲームランチャーは次のとおりです。
package GUI;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import pongGame.PongMainGUI;
public class GameLauncherGUI extends JFrame implements ActionListener
{
//A couple constants that are used for sizing things.
private final short WINDOW_HEIGHT = 225;
private final short WINDOW_WIDTH = 550;
private JButton adventureGame, pong, back;
private JLabel label;
private JPanel mainPanel, buttonPanel, textPanel;
public GameLauncherGUI()
{
//This call's the parent method's (JFrame) setTitle method.
super("Omni-program");
//These methods set various options for the JFrame.
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
setLocationRelativeTo(null);
adventureGame = new JButton("Adventure Game (Broken)");
adventureGame.addActionListener(this);
pong = new JButton("Pong");
pong.addActionListener(this);
back = new JButton("Back");
back.addActionListener(this);
label = new JLabel("Click the button below for the game you wish to play,\nor click back to go to the previous screen.");
mainPanel = new JPanel();
buttonPanel = new JPanel();
textPanel = new JPanel();
textPanel.add(label);
buttonPanel.add(adventureGame);
buttonPanel.add(pong);
buttonPanel.add(back);
mainPanel.add(textPanel);
mainPanel.add(buttonPanel);
add(mainPanel);
//Having this line at the end instead of the top ensures that once everything is added it is all set to be visible.
setVisible(true);
}
@Override
public void actionPerformed(ActionEvent e)
{
if(e.getSource() == back)
{
new LauncherGUI();
dispose();
}
else if(e.getSource() == pong)
{
new PongMainGUI();
dispose();
}
}
}