本篇文章为大家展示了如何在java项目中实现一个小球碰撞功能,内容简明扼要并且容易理解,绝对能使你眼前一亮,通过这篇文章的详细介绍希望你能有所收获。
public class Jframe { private Ball[] arrayball = new Ball[100]; public static void main(String[] args) { Jframe frame = new Jframe(); frame.showUI(); } public void showUI() { javax.swing.JFrame jf = new javax.swing.JFrame(); jf.setSize(1000, 1000); jf.getContentPane().setBackground(Color.WHITE); jf.setTitle("小球"); jf.setDefaultCloseOperation(3); // 设置居中显示 jf.setLocationRelativeTo(null); JPanel jp1 =new JPanel(); JButton jb1 = new JButton("添加"); jp1.add(jb1); // jb1.setBounds(100,50, 40, 20); JButton jb2 = new JButton("暂停"); jp1.add(jb2); // jb1.setBounds(200,50, 40, 20); JButton jb3 = new JButton("清除"); jp1.add(jb3); // jb1.setBounds(300,50, 40, 20); JButton jb4 = new JButton("自动添加"); jp1.add(jb4); jf.add(jp1,BorderLayout.NORTH); Mouse mouse = new Mouse(); Color[] color = {Color.RED,Color.BLUE,Color.BLACK,Color.GREEN,Color.YELLOW}; for(int i=0;i<color.length;i++){ JButton jbu = new JButton(); jbu.setBackground(color[i]); jbu.setPreferredSize(new Dimension(30, 30)); jp1.add(jbu); jbu.addActionListener(mouse); } jb1.addActionListener(mouse); jb2.addActionListener(mouse); jb3.addActionListener(mouse); jb4.addActionListener(mouse); jf.addMouseListener(mouse); jf.addMouseMotionListener(mouse); BallJpanel cp = new BallJpanel(); cp.setBackground(Color.WHITE); jf.add(cp,BorderLayout.CENTER); jf.setVisible(true); Graphics g = cp.getGraphics(); mouse.setcp(cp); mouse.setg(g); mouse.setarrayball(arrayball); mouse.setmouse(mouse); cp.setarrayball(arrayball); } }
这是窗体的基本配置,采用边框布局,上方放置按钮,中间是画布。我们为按钮添加了动作监听器,并使用了一系列的方法来把对象传递到其他类中。
public class Ball { public int size = 90; // 小球的直径 public int x = 500; // 小球所在的x坐标 public int y = 500; // 小球所在的y坐标 public int vx = 5; public int vy = 5; public BallJpanel cp; public Color color = Color.BLACK; public int max_x, max_y, Min_x, Min_y; private Ball[] arrayball; public void setcp(BallJpanel cp) { this.cp = cp; } public void setarrayball(Ball[] arrayball) { this.arrayball = arrayball; } public void setX(int x) { this.x = x; } public int getX() { return x; } public void setY(int y) { this.y = y; } public int setY() { return y; } public Ball(int x, int y, int vx, int vy, Color color) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.color = color; } public void ballMove(Graphics g) { x += vx; y += vy; max_y = cp.getHeight(); max_x = cp.getWidth(); if (x <= size / 2) { x = size / 2; vx = -vx; } if (y <= size / 2) { y = size / 2; vy = -vy; } if (x + size / 2 >= max_x) { x = max_x - size / 2; vx = -vx; } if (y + size / 2 >= max_y) { y = max_y - size / 2; vy = -vy; } for (int i = 0; i < arrayball.length; i++) { if (arrayball[i] == null) break; Ball ball = arrayball[i]; if (this.equals(ball)) continue; if ((ball.x - this.x) * (ball.x - this.x) + (ball.y - this.y) * (ball.y - this.y) <= size * size) { int tempvx = this.vx; int tempvy = this.vy; this.vx = ball.vx; this.vy = ball.vy; ball.vx = tempvx; ball.vy = tempvy; while ((ball.x - this.x) * (ball.x - this.x) + (ball.y - this.y) * (ball.y - this.y) <= size * size) { this.x += this.vx; this.y += this.vy; System.out.println("等待"); } } } } }
考虑到这是一个小球的运动系统,我们为小球写了一个类,添加小球的时候,会创建小球对象,并使其获得位置,颜色,速度等参数,并将其存入数组。小球的方法就是运动,每当执行ballMove方法,便会为小球修改位置坐标(基于其速度),再判断是否撞击边框,以及判断是否和别的小球有坐标重叠,如果有重叠,则跑一个循环,修改位置坐标,使其分离。Ball这部分代码和监听器中的方法有所联系,我们接下来介绍监听器的方法。
public class Mouse implements MouseMotionListener, MouseListener, ActionListener { private Graphics g; private BallJpanel cp; private Ball[] arrayball; private int index = 0; private int x; private int y; private int vx; private int vy; private int random=1; private Color color=Color.black; private ThreadBall tb; private Mouse mouse; public int selfFlag=0; public void setmouse(Mouse mouse) { this.mouse= mouse; } public void setarrayball(Ball[] arrayball) { this.arrayball = arrayball; } public void setg(Graphics g) { this.g = g; } public void setcp(BallJpanel cp) { this.cp = cp; } public void actionPerformed(ActionEvent e) { if ("添加".equals(e.getActionCommand())) { System.out.println("添加"); if (tb == null) { // 创建线程对象 tb = new ThreadBall(); tb.setcp(cp); tb.setarrayball(arrayball); tb.setg(g); tb.start(); tb.setmouse(mouse); } tb.stopFlag=0; addBall(); } if ("暂停".equals(e.getActionCommand())) { if(tb!=null) { if(tb.stopFlag==0) { tb.stopFlag=1; System.out.println("暂停"); } else { tb.stopFlag=0; System.out.println("开始"); } } } if ("清除".equals(e.getActionCommand())) { tb.stopFlag=1; cp.paint1(g); index=0; System.out.println("清除"); } if ("自动添加".equals(e.getActionCommand())){ if(selfFlag==0) {selfFlag=1;System.out.println("自动添加打开");} else {selfFlag=0;System.out.println("自动添加关闭");} } if("".equals(e.getActionCommand())){ JButton jbu=(JButton)e.getSource(); color=jbu.getBackground(); g.setColor(color); } } public void mouseDragged(MouseEvent e) { } public void mouseMoved(MouseEvent e) { } public void mouseClicked(MouseEvent e) { } public void mousePressed(MouseEvent e) { } public void mouseReleased(MouseEvent e) { } public void mouseEntered(MouseEvent e) { } public void mouseExited(MouseEvent e) { } public void addBall() { x = 500; y = 500; random=1+(int)(Math.random()*4); switch(random) { case 1: vx=5; vy=5; break; case 2: vx=-5; vy=-5; break; case 3: vx=5; vy=-5; break; case 4: vx=-5; vy=5; break; } Ball ball = new Ball(x, y,vx , vy, color); arrayball[index++] = ball; } }
监听器中,我们设置了一系列参数来控制一些方法的开启和关闭,以及写了添加小球的方法,为其赋初值,随机一个初始发射方向。这段代码我们用到了线程。线程的使用分为两步,创建线程对象并start线程。
public class ThreadBall extends Thread { private Graphics g; private BallJpanel cp; private Ball[] arrayball; public int stopFlag=0; private int add=0; private Mouse mouse; public void setmouse(Mouse mouse) { this.mouse=mouse; } public void setcp(BallJpanel cp) { this.cp = cp; } public void setg(Graphics g) { this.g=g; } public void setarrayball(Ball[] arrayball) { this.arrayball = arrayball; } /** * 启动线程执行的方法 */ public void run() { while (true) { if(stopFlag==0) { for (int i = 0; i < arrayball.length; i++) { if(arrayball[i]==null) break; Ball ball = arrayball[i]; ball.setarrayball(arrayball); ball.setcp(cp); ball.ballMove(g); } cp.paint(g); add++; if(add==5000) add=0; if(add%50==0&&mouse.selfFlag==1) mouse.addBall(); } try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } } }
以上是线程的属性和方法,此类继承Thread并重写了run方法。run方法的思路是循环调用ballMove方法修改小球坐标,并调用paint方法更新显示,我们加入了一个延时函数,来控制调用的频率。
public class BallJpanel extends JPanel { private Ball[] arrayball; public void setarrayball(Ball[] arrayball) { this.arrayball=arrayball; } public void paint(Graphics g) { super.paint(g); for(int i=0;i<arrayball.length;i++) { if(arrayball[i]==null) { break; } Ball ball=arrayball[i]; g.setColor(ball.color); g.fillOval(ball.x-ball.size/2, ball.y-ball.size/2, ball.size, ball.size); } } public void paint1(Graphics g) { super.paint(g); for(int i=0;i<arrayball.length;i++) { if(arrayball[i]==null) { break; } arrayball[i]=null; } } }
BallJpanel类写的是画布,及小球的运动区域,画笔也是从其对象cp上获得。类里用paint写画面的重绘方法(包括画板小球的重绘),paint1用来清空画布及数组。
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