根据俄罗斯方块游戏创建的数组为 JTable 单元着色
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【中文标题】根据俄罗斯方块游戏创建的数组为 JTable 单元着色【英文标题】:Coloring JTable cells based on an array created by Tetris game 【发布时间】:2013-03-10 09:56:57 【问题描述】:我正在尝试创建俄罗斯方块 GUI。我的朋友写了后端。到目前为止,我们只是将俄罗斯方块板(或我在代码中提到的网格)打印到控制台窗口。在下面的代码中,我设置了一个 JTable 作为俄罗斯方块游戏的棋盘。我想知道如何让我的 JTable 根据从 Window 类顶部声明的俄罗斯方块“游戏”传递的网格来渲染每个网格元素。这个网格是一个整数值的二维数组,它引用 Pieces 类中枚举的颜色。有什么建议?到目前为止,它只打印一种颜色。
我还发布了一些俄罗斯方块类的代码,以便您可以看到那里可用的方法和参数。
这是我的代码(希望在 SSCCE =p 中):
public class Window
JPanel cards;
final static String SPLASHSCREEN = "SplashScreen";
final static String MAINMENU = "MainMenu";
final static String TETRIS = "Tetris";
final static int GRID_ROW_HEIGHT = 30;
final static int NUM_ROWS = 20;
final static int NUM_COLS = 10;
JTable table = new JTable(new MyTableModel());
Tetris game = new Tetris();
public void addComponentToWindow(Container pane)
// Create the "cards"
.
.
.
// SplashScreen setup
.
.
.
// MainMenu setup
.
.
.
// Tetris setup
final JButton startGame = new JButton("START GAME");
card3.setLayout(new GridBagLayout());
GridBagConstraints gbc2 = new GridBagConstraints();
gbc.gridx = 0;
gbc.gridy = 0;
gbc.insets = new Insets(2, 2, 2, 2);
card3.add(startGame, gbc2);
gbc.gridy = 1;
startGame.addActionListener(new ActionListener()
@Override
public void actionPerformed(ActionEvent e)
table.setDefaultRenderer(Object.class, new MyRenderer());
table.setRowHeight(GRID_ROW_HEIGHT);
table.setFocusable(false);
table.setRowSelectionAllowed(false);
for (int i = 0; i < game.getNumCols(); i++)
table.getColumnModel().getColumn(i).setPreferredWidth(table.getRowHeight());
card3.add(table);
card3.remove(0); //Removes button
card3.revalidate(); //Redraws graphics
);
// Sets up layout
cards = new JPanel(new CardLayout());
cards.add(card1, SPLASHSCREEN);
cards.add(card2, MAINMENU);
cards.add(card3, TETRIS);
// Creates the actual window
pane.add(cards, BorderLayout.CENTER);
public Color getTableCellBackground(JTable table, int row, int col)
TableCellRenderer renderer = table.getCellRenderer(row, col);
Component component = table.prepareRenderer(renderer, row, col);
return component.getBackground();
class MyRenderer implements TableCellRenderer
public Component getTableCellRendererComponent(JTable table, Object value, boolean isSelected, boolean hasFocus, int row, int column)
JTextField editor = new JTextField();
if (value != null)
editor.setText(value.toString());
if (game.getCur_color().getKey() == 0)
editor.setBackground(Color.WHITE);
else if (game.getCur_color().getKey() == 1)
editor.setBackground(Color.RED);
else if (game.getCur_color().getKey() == 2)
editor.setBackground(Color.GREEN);
else if (game.getCur_color().getKey() == 3)
editor.setBackground(Color.BLUE);
else if (game.getCur_color().getKey() == 4)
editor.setBackground(Color.YELLOW);
return editor;
@SuppressWarnings("serial")
class MyTableModel extends AbstractTableModel
public int getColumnCount()
return NUM_COLS;
public int getRowCount()
return NUM_ROWS;
public Object getValueAt(int row, int col)
return null;
俄罗斯方块类:
public class Tetris
int NUM_ROWS = 20;
int NUM_COLS = 10;
int grid[][];
int cur_row;
int cur_col;
Pieces cur_color;
Style cur_style;
Pieces next_color;
Style next_style;
boolean over;
public Tetris()
grid = new int[10][20];
for(int i = 0; i < 10; i ++)
for(int j = 0; j < 20; j ++)
grid[i][j] = Pieces.BLANK.getKey();
next_color = Pieces.createColor();
next_style = Style.createStyle();
over = false;
create_Piece();
public void createPiece()...
public void setPiece()...
public void removeRow()...
连同 moveLeft、moveRight、moveDown、rotateLeft、rotateRight、printGame 以及所有字段的 getter 和 setter。 Tetris 类中的所有方法都在控制台中进行了测试,并且可以正常工作。这是我到目前为止的输出。每次颜色都不一样,我很确定我知道为什么,但是我很难考虑如何根据俄罗斯方块类中创建的网格数组为每个单元格着色。
【问题讨论】:
为此目的使用 JTable 可能不是可行的方法,也许可以考虑编写自定义组件并覆盖paintComponent()
?
我可能会使用DefaultTableCellRenderer
,它基于JLabel
,因此您需要确保它是不透明的。除此之外,您将需要根据板更改表格的各个单元格值。看看TabelModel#setValueAt(Object, int, int)
@jedyobidan 您可以更轻松地使用GridLayout
并简单地维护JPanel
s 的模型...
@MadProgrammer 将表格的各个单元格值设置为整数,然后使用 TableModel#getValueAt 为单元格着色是否有效?
@mstep91 有点像。是的,我会使用TableModel#setValueAt
,但我会让表格渲染器本身。我会从表中获取值来确定单元格渲染器如何呈现值
【参考方案1】:
这纯粹是一个概念证明。
基本上,您已经有了游戏板的模型。您需要能够将其建模回屏幕。
我会将您的电路板模型包装在 TableModel
和 TableCellRenderer
中,让两者一起工作。
您需要做的就是在棋盘数据发生变化时相应地更新表格模型。
如果你的关系写得正确,边框会通知表格模型,表格模型会通知表格。
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Component;
import java.awt.EventQueue;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Enumeration;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JTable;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.table.AbstractTableModel;
import javax.swing.table.DefaultTableCellRenderer;
import javax.swing.table.TableColumn;
public class TetrisTable
public static void main(String[] args)
new TetrisTable();
public TetrisTable()
EventQueue.invokeLater(new Runnable()
@Override
public void run()
try
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex)
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
);
public class TestPane extends JPanel
private JTable table;
private TetrisTabelModel model;
private int currentRow = 0;
private int blockHeight = 3;
private int blockWidth = 3;
public TestPane()
model = new TetrisTabelModel();
table = new JTable(model);
table.setDefaultRenderer(Integer.class, new TetrisTabelCellRenderer());
table.setRowHeight(24);
Enumeration<TableColumn> columns = table.getColumnModel().getColumns();
while (columns.hasMoreElements())
TableColumn column = columns.nextElement();
column.setPreferredWidth(24);
column.setMinWidth(24);
column.setMaxWidth(24);
column.setWidth(24);
setLayout(new GridBagLayout());
add(table);
Timer timer = new Timer(500, new ActionListener()
@Override
public void actionPerformed(ActionEvent e)
int col = (model.getColumnCount() - blockWidth) / 2;
int row = currentRow - blockHeight;
if (row + blockHeight >= model.getRowCount())
((Timer) e.getSource()).stop();
else
drawShape(row, col, 0);
currentRow++;
row = currentRow - blockHeight;
drawShape(row, col, 3);
public void drawShape(int row, int col, int color)
for (int index = 0; index < blockHeight; index++)
if (row >= 0 && row < model.getRowCount())
switch (index)
case 0:
case 1:
model.setValueAt(color, row, col);
break;
case 2:
model.setValueAt(color, row, col);
model.setValueAt(color, row, col + 1);
model.setValueAt(color, row, col + 2);
break;
row++;
);
timer.setRepeats(true);
timer.setCoalesce(true);
timer.start();
public class TetrisTabelModel extends AbstractTableModel
private int[][] values;
public TetrisTabelModel()
values = new int[20][10];
@Override
public int getRowCount()
return values.length;
@Override
public int getColumnCount()
return values[0].length;
@Override
public Class<?> getColumnClass(int columnIndex)
return Integer.class;
@Override
public Object getValueAt(int rowIndex, int columnIndex)
return values[rowIndex][columnIndex];
@Override
public void setValueAt(Object aValue, int rowIndex, int columnIndex)
values[rowIndex][columnIndex] = (int) aValue;
fireTableCellUpdated(rowIndex, columnIndex);
public class TetrisTabelCellRenderer extends DefaultTableCellRenderer
@Override
public Component getTableCellRendererComponent(JTable table, Object value, boolean isSelected, boolean hasFocus, int row, int column)
super.getTableCellRendererComponent(table, "", false, false, row, column);
setOpaque(true);
if (value != null)
if (value == 0)
setBackground(Color.WHITE);
else if (value == 1)
setBackground(Color.RED);
else if (value == 2)
setBackground(Color.GREEN);
else if (value == 3)
setBackground(Color.BLUE);
else if (value == 4)
setBackground(Color.YELLOW);
else
setBackground(Color.DARK_GRAY);
return this;
【讨论】:
非常感谢。我会看看我是否可以让默认渲染器与我的程序一起使用!以上是关于根据俄罗斯方块游戏创建的数组为 JTable 单元着色的主要内容,如果未能解决你的问题,请参考以下文章