如何将视觉添加到 JComponent

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【中文标题】如何将视觉添加到 JComponent【英文标题】:How to add vision to a JComponent 【发布时间】:2021-12-20 21:19:50 【问题描述】:

我有一个动态数量的 JComponent 在 JPanel 中移动。我想让它们在另一个 Jcomponent 出现时停止。我试图搜索 2d 光线投射,不幸的是我不知道如何在我的代码中实现它。 Stackoferflow 对此有一些答案,但他们正在构建对撞机,我需要更类似于光线投射的东西。

这是 JPanel 代码Map.java:

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;

public class Map extends JPanel implements ActionListener 
    final int windowWidth = 1300;
    final int windowHeight = 750;

    Map() 
        this.setPreferredSize(new Dimension(windowWidth, windowHeight));
        Timer timer = new Timer(3000, this);
        timer.start();
    

    @Override
    public void paint(Graphics g) 
        super.paint(g);
        // painting map
    

    // Update method of the frame
    @Override
    public void actionPerformed(ActionEvent e) 
        Car car = new Car();
        this.add(car);
        // For loop responds for data cleaning
        for(int i=0;i<this.getComponents().length;i++) 
            Car iCar = (Car) this.getComponents()[i];
            if(iCar.x >= 1400 || iCar.x <= -300 || iCar.y <= -300 || iCar.y >= 950) 
                this.remove(i);
            
        
        System.out.println(this.getComponentCount());
        this.updateUI();
    


Heres JComponent 代码Car.java:

import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.Random;

public class Car extends JComponent implements ActionListener 
    private BufferedImage car;
    private final GeoPoint startPoint = GeoSides.pickGeoPoint();
    public int x = 0;
    public int y = 0;
    private int xVelocity;
    private int yVelocity;
    private final int imageX = 160;
    private final int imageY = 120;
    private double turnAngle = 0;
    Timer timer;

    // Initializing Car() object
    Car() 
        this.setPreferredSize(new Dimension(170, 130));
        this.timer = new Timer(1, this); // Setting up the timer for update method
        this.timer.start();
        try 
            Random randomize = new Random();
            car = ImageIO.read(new File("src/assets/" + (randomize.nextInt(10) + 1) + ".png")); // Getting a random image of car
         catch (IOException e) 
            e.printStackTrace();
        
        // Setting start position
    

    // This method should be called when another car is in the way
    public void stopCar() 
        xVelocity = 0;
        yVelocity = 0;
    

    // Method scales the image and rotate it if needed
    private void drawCar(Graphics2D render2D, double rotationAngle) 
        //Image scaling and rotating
    

    // Inherited method from JComponent
    @Override
    public void paintComponent(Graphics g) 
        super.paintComponent(g);
        this.setLocation(new Point(x, y));

        Graphics2D render2D  = (Graphics2D) g;
        drawCar(render2D, turnAngle);
    

    // Frame update of car's x, y speed and turn angle
    @Override
    public void actionPerformed(ActionEvent e) 
        switch (startPoint)
            // Setting destination points
        

        x += xVelocity;
        y += yVelocity;
        this.repaint();

    

【问题讨论】:

1.不要打电话给updateUI,它没有做你认为它正在做的事情。 2. 我个人不会以这种方式使用组件。 3.您的“主循环”应该确保对“实体”的任何更改都不会导致冲突,如果发生冲突,那么您需要采取适当的措施 4.在paintComponent 中调用this.setLocation(new Point(x, y)); 不会导致任何问题,因为Graphics 上下文实际上是在调用paintComponent 之前翻译的(因此0x0 是组件在其父级中的位置)跨度> 我可以用什么来代替updateUI()。我如何解决setLocation() 的问题,我尝试在类构造函数中设置它但没有工作。你所说的“主循环”是什么意思? “主循环”是在常规基础上触发的回调方法,即Map 中的actionPerformed 方法。这应该负责更新状态、执行碰撞检测、根据需要执行其他操作并安排重绘。通常,您可能只需要repaint,但如果您使用Components,则可能需要单独重新绘制每个组件。在“主循环”中,您应该设置实体的位置 您使用单个绘图 JPanel 并将汽车绘制为图像精灵而不是组件。这是一个非常轻量级的事情,因此在资源上更容易,最终也更容易编写。您还需要通过创建非 GUI 模型类来控制程序运行时的状态,从而将您的逻辑与 GUI 很好地分开,而 GUI 或“视图”只是显示该状态并从用户那里获取输入。跨度> 【参考方案1】:
    不要打电话给updateUI,它不是在做你认为它在做的事情。要安排新的绘制通道,您应该在已更改的组件上调用 repaint。 我个人不会以这种方式使用组件。 您的“主循环”应确保对“实体”的任何更改都不会导致冲突,如果发生冲突,那么您需要采取适当的措施 在paintComponent 中调用this.setLocation(new Point(x, y)); 不会导致任何问题,因为Graphics 上下文实际上是在@987654327 之前翻译的(因此0x0 是组件在其父级中的位置) @被调用 Swing Timer 不能很好地扩展。也就是说,拥有更多Timers 实际上可能会对部门绩效产生影响。最好有一个 Timer 可以附加多个侦听器,或者更好的是,一个Timer 和单个侦听器充当“主循环”

“主循环”是什么意思?

“主循环”是一个常用术语(尤其是在游戏中,但 Swing 将其称为“事件调度线程”或“主事件循环”)。在您的上下文中,这将是您的Map 类中的TimerActionListener

这应该定期调用,它负责根据实体的需要更新实体、执行碰撞检测、以任何其他有意义的方式更新状态以及安排重绘。

示例

下面的例子简化了这个想法。它使用一个“主循环”,负责更新“实体”位置、执行边界和碰撞检测以及安排重绘。

请注意,这是一个过于简化的示例。我个人会将Entity 设为interface,然后创建一个专用的Car 类来实现,但这只是为了演示核心概念

import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;

public class Main 

    public static void main(String[] args) 
        new Main();
    

    public Main() 
        EventQueue.invokeLater(new Runnable() 
            @Override
            public void run() 
                JFrame frame = new JFrame();
                frame.add(new MainPane());
                frame.pack();
                frame.setLocationRelativeTo(null);
                frame.setVisible(true);
            
        );
    

    public class MainPane extends JPanel 

        private Timer ticker;

        private List<Entity> entities;

        public MainPane() 
            entities = new ArrayList<>(32);
            // For demonstration purposes
            int y = (200 - 20) / 2;

            entities.add(new Entity(0, y, 1, 0, Color.RED));
            entities.add(new Entity(400 - 20, y, -1, 0, Color.BLUE));
        

        @Override
        public Dimension getPreferredSize() 
            return new Dimension(400, 200);
        

        @Override
        public void addNotify() 
            super.addNotify();
            if (ticker != null) 
                ticker.stop();
                ticker = null;
            
            ticker = new Timer(5, new ActionListener() 
                @Override
                public void actionPerformed(ActionEvent e) 
                    tickDidOccur();
                
            );
            ticker.start();
        

        @Override
        public void removeNotify() 
            super.removeNotify();
            if (ticker != null) 
                ticker.stop();
                ticker = null;
            
        

        // It's more efficent then creating a local variable each time
        private List<Entity> entitiesToBeRemoved = new ArrayList<>(32);

        protected void tickDidOccur() 
            entitiesToBeRemoved.clear();
            // So some choices.  You can either update ALL the enties and then
            // do the collision detection, or, you can do the collision detection
            // after each enity is been updated.

            Rectangle viewBounds = getBounds();
            for (Entity entity : entities) 
                Rectangle bounds = entity.peekNextPosition();
                if (!viewBounds.intersects(bounds)) 
                    entitiesToBeRemoved.add(entity);
                 else 
                    boolean conflict = false;
                    for (Entity other : entities) 
                        if (other == entity) 
                            continue;
                        
                        // Please note, depending on the amount of change
                        // it's possible that the enities may be positioned
                        // further apart.  You will need to access this based
                        // on your needs.
                        // Bascially what this is going to do, is check to see
                        // if the next update can be perform or not, if there
                        // is a conflict, the entities are stopped and the
                        // current entities update is discarded
                        if (bounds.intersects(other.bounds)) 
                            other.stop();
                            entity.stop();
                            conflict = true;
                        
                    
                    if (!conflict) 
                        // Commit the next position
                        entity.update();
                    
                
                // This is more of a "long winded" bounds check, but as you
                // can see, we can simply make use of the functionality
                // Rectangle provides to do the same thing
                //if (bounds.x + bounds.width < 0 || bounds.y + bounds.height < 0) 
                //    entitiesToBeRemoved.add(entity);
                // else if (bounds.x > getWidth() || bounds.y > getHeight()) 
                //    entitiesToBeRemoved.add(entity);
                //
            

            entities.removeAll(entitiesToBeRemoved);
            repaint();
        

        @Override
        protected void paintComponent(Graphics g) 
            super.paintComponent(g);
            for (Entity entity : entities) 
                // Because I trust no one
                Graphics2D g2d = (Graphics2D) g.create();
                entity.paint(g2d);
                g2d.dispose();
            
        

    

    public class Entity 

        private Rectangle bounds;
        private Point velocity;

        private Color color;

        public Entity(int x, int y, int xDelta, int yDelta, Color color) 
            bounds = new Rectangle(x, y, 20, 20);
            velocity = new Point(xDelta, yDelta);
            this.color = color;
        

        public Rectangle getBounds() 
            return bounds;
        

        public Color getColor() 
            return color;
        

        public void stop() 
            velocity = new Point(0, 0);
        

        public void start(int xDelta, int yDelta) 
            velocity = new Point(0, 0);
        

        public Rectangle peekNextPosition() 
            Rectangle next = new Rectangle(bounds);
            int x = next.x + velocity.x;
            int y = next.y + velocity.y;

            next.setLocation(x, y);
            return next;
        

        public Rectangle update() 
            int x = bounds.x + velocity.x;
            int y = bounds.y + velocity.y;

            bounds.setLocation(x, y);
            return bounds;
        

        public void paint(Graphics2D g) 
            Graphics2D g2d = (Graphics2D) g.create();
            // Now what ever we do wont' have a cascading effect on what
            // ever comes next.  This is really helpful for when you need
            // to apply AffineTransformation
            g2d.setColor(getColor());
            g2d.fill(bounds);
            g2d.dispose();
        
    

为什么不使用基于“组件”的实体?

主要原因是,它们“重”。它们具有许多核心功能,旨在完成其他工作,但它们的设计并不适合此类工作。

组件已经有很多与之关联的位置/大小操作,这些操作通常由布局管理 API 管理,因此您可能(很容易)最终与之抗争。

组件通常不太适合这种工作。

【讨论】:

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