2012-01-17 79 views
1

我有一個小問題。我到處搜索了互聯網,我找不到如何在矩形中設置圖像。這看起來相當簡單,但我只是進入遊戲編程,我似乎無法找到解釋。我被Y中的某人轉介給了這個網站! Ansers,我想你們可能會有幫助。我有這樣的代碼:如何在矩形中設置圖像?

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

public class Racing extends JFrame { 
    private static final long serialVersionUID = -198172151996959655L; 

    //makes the screen size 
    final int WIDTH = 900, HEIGHT = 650; 

    //keeps track of player speed 
    double plSpeed = .5, p2Speed = .5; 

    //numbers that represent direction 
    final int UP = 0, RIGHT = 1, DOWN = 2, LEFT = 3, STOP = 5; 

    //keeps track of player direction 
    int p1Direction = STOP; 
    int p2Direction = STOP; 

    //create rectangles 
    Rectangle left = new Rectangle(0, 0, WIDTH/9, HEIGHT); 
    Rectangle right = new Rectangle((WIDTH/9)*8, 0, WIDTH/9, HEIGHT); 
    Rectangle top = new Rectangle (0, 0, WIDTH, HEIGHT/9); 
    Rectangle bottom = new Rectangle(0, (HEIGHT/9) * 8, WIDTH, HEIGHT/9); 
    Rectangle center = new Rectangle((int) ((WIDTH/9) * 2.5), (int) ((HEIGHT/9) * 2.5), (int) ((WIDTH/9) * 5), (int) ((HEIGHT/9) * 4)); 

    //makes the obstacles 
    Rectangle obstacle = new Rectangle (WIDTH/2, (int) ((HEIGHT/9) * 7), WIDTH/10, HEIGHT/9); 
    Rectangle obstacle2 = new Rectangle (WIDTH/3, (int) ((HEIGHT/9) * 5), WIDTH/10, HEIGHT/4); 
    Rectangle obstacle3 = new Rectangle (2 * (WIDTH/3), (int) ((HEIGHT/9) * 5),WIDTH/10, HEIGHT/4); 
    Rectangle obstacle4 = new Rectangle (WIDTH/3, HEIGHT/9, WIDTH/30, HEIGHT/9); 
    Rectangle obstacle5 = new Rectangle (WIDTH/2, (int) ((HEIGHT/9) * 1.5), WIDTH/30, HEIGHT/4); 

    //makes the finish line 
    Rectangle finish = new Rectangle (WIDTH/9, (HEIGHT/2)-HEIGHT/9, (int) ((WIDTH/9) * 1.5), HEIGHT/70); 

    //makes player 1's car 
    Rectangle p1 = new Rectangle (WIDTH/9, HEIGHT/2, WIDTH/30, WIDTH/30); 

    //makes player 2's car 
    Rectangle p2 = new Rectangle (((WIDTH/9) + ((int) ((WIDTH/9) * 1.5) /2)),(HEIGHT/2) + (HEIGHT/10), WIDTH/30, WIDTH/30); 

    //constructor 
    public Racing() { 
     //define defaults for the JFrame 
     super ("Racing"); 
     setSize(WIDTH, HEIGHT); 
     setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); 
     setBackground(Color.BLACK); 

     //start the inner class 
     Move2 m2 = new Move2(); 
     m2.start(); 
     Move1 m1 = new Move1(); 
     m1.start(); 
    } 

    //draws the cars and race track 
    public void paint(Graphics g) { 

     //make borders green 
     g.setColor(Color.GREEN); 

     //rectangles for start lines (lineO = outer player, lineI = inner player) 
     Rectangle lineO = new Rectangle(WIDTH/9, HEIGHT/2, (int) ((WIDTH/9) * 1.5)/2, HEIGHT/140); 
     Rectangle lineI = new Rectangle(((WIDTH/9)+((int) ((WIDTH/9) * 1.5)/2)), (HEIGHT/2) + (HEIGHT/10), (int) ((WIDTH/9) * 1.5)/2, HEIGHT/140); 

     //fill the rectangles 
     g.fillRect(left.x,left.y,left.width,left.height); 
     g.fillRect(right.x,right.y,right.width,right.height); 
     g.fillRect(top.x,top.y,top.width,top.height); 
     g.fillRect(bottom.x,bottom.y,bottom.width,bottom.height); 
     g.fillRect(center.x,center.y,center.width,center.height); 
     g.fillRect(obstacle.x,obstacle.y,obstacle.width,obstacle.height); 
     g.fillRect(obstacle2.x,obstacle2.y,obstacle2.width,obstacle2.height); 
     g.fillRect(obstacle3.x,obstacle3.y,obstacle3.width,obstacle3.height); 
     g.fillRect(obstacle4.x,obstacle4.y,obstacle4.width,obstacle4.height); 
     g.fillRect(obstacle5.x,obstacle5.y,obstacle5.width,obstacle5.height); 

     //make the starting line color white 
     g.setColor(Color.WHITE); 

     //draw starting line 
     g.fillRect(lineO.x,lineO.y,lineO.width,lineO.height); 
     g.fillRect(lineI.x,lineI.y,lineI.width,lineI.height); 

     //make the finish line yellow 
     g.setColor(Color.YELLOW); 

     //draw the finish line 
     g.fillRect(finish.x,finish.y,finish.width,finish.height); 

     //make player one red 
     g.setColor(Color.RED); 
     //draw player 1 
     g.fill3DRect(p1.x,p1.y,p1.width,p2.height,true); 


     //make player two blue 
     g.setColor(Color.BLUE); 
     //now draw player two 
     g.fill3DRect(p2.x,p2.y,p2.width,p2.height,true); 
    } 
    private class Move1 extends Thread implements KeyListener { 
     public void run() { 
      //makes the key listener "wake up" 
      addKeyListener(this); 

      //should be done in an infinite loop, so it repeats 
      while (true) { 
       //make try block, so it can exit if it errors 
       try { 
        //refresh screen 
        repaint(); 

        //check to see if car hits wall 
        //if so, slow down 
        if (p1.intersects(left) || p1.intersects(right) || 
         p1.intersects(top) || p1.intersects(bottom) || 
         p1.intersects(obstacle) || p1.intersects(obstacle2) || 
         p1.intersects(obstacle3) || p1.intersects(obstacle4) || 
         p1.intersects(obstacle5) || p1.intersects (center) || 
         p1.intersects(p2)) { 
          plSpeed = -5; 
          Thread.sleep(128); 
          p1Direction = STOP; 
        } 

        //lets the car stop 
        if (plSpeed==0) { 
         p1Direction = STOP; 
        } 

        //moves player based on direction 
        if (p1Direction==UP) { 
         p1.y -= (int) plSpeed; 
        } 
        if (p1Direction==DOWN) { 
         p1.y += (int) plSpeed; 
        } 
        if (p1Direction==LEFT) { 
         p1.x -= (int) plSpeed; 
        } 
        if (p1Direction==RIGHT) { 
         p1.x += (int) plSpeed; 
        } 
        if (p1Direction==STOP) { 
         plSpeed = 0; 
        } 

        //delays refresh rate 
        Thread.sleep(75); 
       } 
       catch(Exception e) { 
        //if an error, exit 
        break; 
       } 
      } 
     } 

     //have to input these (so it will compile) 
     public void keyPressed(KeyEvent event) { 
      try { 
       //makes car increase speed a bit 
       if (event.getKeyChar()=='w' || 
        event.getKeyChar()=='a' || 
        event.getKeyChar()=='s' || 
        event.getKeyChar()=='d') { 
         plSpeed += .2; 
         repaint(); 
       } 
      } catch (Exception I) {} 
     } 
     public void keyReleased(KeyEvent event) {} 

     //now, to be able to set the direction 
     public void keyTyped(KeyEvent event) { 
      if (event.getKeyChar()=='a') { 
       if (p1Direction==RIGHT) { 
        p1Brake(); 
       } else { 
        if (p1Direction==LEFT) { 
        } else { 
         plSpeed = .5; 
         p1Direction = LEFT; 
        } 
       } 
      } 
      if (event.getKeyChar()=='s') { 
       if (p1Direction==UP) { 
        p1Brake(); 
       } else { 
        if (p1Direction==DOWN) { 
        } else { 
         plSpeed = .5; 
         p1Direction = DOWN; 
        } 
       } 
      } 
      if (event.getKeyChar()=='d') { 
       if (p1Direction==LEFT) { 
        p1Brake(); 
       } else { 
        if (p1Direction==RIGHT) { 
        } else { 
         plSpeed = .5; 
         p1Direction = RIGHT; 
        } 
       } 
      } 
      if (event.getKeyChar()=='w') { 
       if (p1Direction==DOWN) { 
        p1Brake(); 
       } else { 
        if (p1Direction==UP) { 
        } else { 
         plSpeed = .5; 
         p1Direction = UP; 
        } 
       } 
      } 
      if (event.getKeyChar()=='z') { 
       p1Brake(); 
      } 
     } 

     public void p1Brake() { 
      try { 
       while (plSpeed != 0) { 
        plSpeed -= .2; 
        Thread.sleep(75); 
       } 
      } catch (Exception e) { 
       plSpeed = 0; 
      } 
     } 
    } 
    private class Move2 extends Thread implements KeyListener { 
     public void run() { 
      //makes the key listener "wake up" 
      addKeyListener(this); 

      //should be done in an infinite loop, so it repeats 
      while (true) { 
       //make try block, so it can exit if it errors 
       try { 
        //refresh screen 
        repaint(); 

        //check to see if car hits outside wall 
        //if so, slow down 
        if (p2.intersects(left) || p2.intersects(right) || 
         p2.intersects(top) || p2.intersects(bottom) || 
         p2.intersects(obstacle) || p2.intersects(obstacle2) || 
         p2.intersects(obstacle3) || p2.intersects(obstacle4) || 
         p2.intersects(obstacle5) || p2.intersects(p1) || 
         p2.intersects(center)) { 
          plSpeed = -.25; 
          Thread.sleep(128); 
          p2Direction = STOP; 
        } 

        //makes car increase speed a bit 
        if (p2Speed <= 5) { 
         plSpeed += .2; 
        } 

        //lets the car stop 
        if (p2Speed == 0) { 
         p2Direction = STOP; 
        } 

        //moves player based on direction 
        if (p2Direction==UP) { 
         p2.y -= (int) p2Speed; 
        } 
        if (p2Direction==DOWN) { 
         p2.y += (int) p2Speed; 
        } 
        if (p2Direction==LEFT) { 
         p2.x -= (int) p2Speed; 
        } 
        if (p2Direction==RIGHT) { 
         p2.x += (int) p2Speed; 
        } 
        if (p2Direction==STOP) { 
         p2Speed = 0; 
        } 

        //delays refresh rate 
        Thread.sleep(75); 
       } 
       catch(Exception e) { 
        //if an error, exit 
        break; 
       } 
      } 
     } 

     public void keyPressed(KeyEvent event) { 
      try { 
       //makes car increase speed a bit 
       if (event.getKeyChar()=='j' || 
        event.getKeyChar()=='k' || 
        event.getKeyChar()=='l' || 
        event.getKeyChar()=='i') { 
         plSpeed += .2; 
       } 
      } catch (Exception I) {} 
     } 
     public void keyReleased(KeyEvent event) {} 

     //now, to be able to set the direction 
     public void keyTyped(KeyEvent event) { 
      if (event.getKeyChar()=='j') { 
       if (p2Direction==RIGHT) { 
        p2Brake(); 
       } else { 
        p2Direction = LEFT; 
        p2Speed = .4; 
       } 
      } 
      if (event.getKeyChar()=='k') { 
       if (p2Direction==UP) { 
        p2Brake(); 
       } else { 
        p2Direction = DOWN; 
        p2Speed = .4; 
       } 
      } 
      if (event.getKeyChar()=='l') { 
       if (p2Direction==LEFT) { 
        p2Brake(); 
       } else { 
        p2Direction = RIGHT; 
        p2Speed = .4; 
       } 
      } 
      if (event.getKeyChar()=='i') { 
       if (p2Direction==DOWN) { 
        p2Brake(); 
       } else { 
        p2Direction = UP; 
        p2Speed = .4; 
       } 
      } 
      if (event.getKeyChar()=='m') { 
       p2Brake(); 
      } 
     } 

     public void p2Brake() { 
      try { 
       while (p2Speed != 0) { 
        p2Speed -= .5; 
        Thread.sleep(75); 
       } 
      } catch (Exception i) { 
       p2Speed = 0; 
      } 
     } 
    } 

    //finally, to start the program 
    public static void main(String[] args) { 
     Racing frame = new Racing(); 
     frame.setVisible(true); 
     frame.setLocationRelativeTo(null); 
     frame.setResizable(false); 
    } 
} 

目前我只是填充p1矩形紅色。我有一輛汽車的圖像,並想用汽車更換紅色。關於如何做到這一點的任何說明?

** 編輯 ** 我找到了我的答案。使用isah的g.drawImage,結合獲取圖像的工具包,我能夠做到這一點。我想讓任何想知道的人留下來。

+0

哇! 372行代碼繪製幾個'Rectangle'實例,並顯示如何通過不執行加載或繪製圖像。爲了更快地獲得更好的幫助,請發佈[SSCCE](http://sscce.org/)。但在這種情況下,對問題的文字描述可能就足夠了(正如Max的答案所示)。 – 2012-01-17 05:42:18

+0

從來沒有想過這樣做。我會確保下次再做。 – 2012-01-17 23:51:11

回答