2016-07-26 47 views
1

我試圖讓一個動畫,其中兩個矩形將出現,並從框消失,當你輸入:c。與龜圖。但是我遇到的問題是我不明白如何將龜圖形合併到一個循環中。爲此,我必須使用do-while循環。我也假設我製作的矩形在屏幕上水平移動。我有一個大致的想法,但我不知道如何在循環中使用龜圖形。我試圖在這裏設置它時,我的代碼並不是最有序的。的Java龜動畫問題

/** 
* Write a description of class Animation here. 
* 
* @author (author) 
* @version 
*/ 

import java.util.Scanner; 
import java.awt.*; 
class Animation 
{  
//set conditions for turtle to start drawing 
public void prepareTurtleToDraw(Turtle myrtle, Color color, int x, int y) 
{ 
    myrtle.hide(); 
    myrtle.penUp();    //pick up the pen to avoid leaving a trail when moving the turtle 
    myrtle.setColor(color);  //set myrtle's color 
    myrtle.moveTo(x, y);   //move to coordinates 
    myrtle.penDown();    //put the pen down to start drawing 
}//end of prepareTurtleToDraw method 

//draw a line 
public void drawLine(Turtle myrtle, int x1, int y1, int x2, int y2)//, int width) 
{ 
    myrtle.moveTo(x1, y1);  //moves to this coordinate first 
    myrtle.moveTo(x2, y2);  //then moves to this coordinate 
    //myrtle.setPenWidth(width); //this adjusts the size of the lines 
}//end of drawLine method 

public static void pressC() 
{ 
    String userInput = "";         //declare and initialize a String variable 
    char key = ' ';           //declare and initialize a char variable 
    Scanner in = new Scanner(System.in);     //construct a Scanner object 

    System.out.println("Please press the c key to watch the animation."); 
    //do-while loop to wait for the user to enter the letter c 
    do 
    { 
     userInput = in.next();         //accept one token from the keyboard 
     in.nextLine();           //flush the buffer 
     key = userInput.charAt(0);        //picks off the first character from the userInput String variable 

    } 
    while(key != 'c');          //do-while condition statement 

    System.out.println("Thank you. You may continue"); 

}//end of main method 
} 
public class AnimationTester 
{ 
public static void main(String[] args) 
{ 
    //Picture pictureObj = new Picture("");  //create a Picture object for the maze background image, has name and etc. 
    World worldObj = new World();       //create a World object to draw in 
    //worldObj.setPicture(pictureObj);       //set the maze background image in the World object 
    Turtle lertle = new Turtle(300, 150, worldObj);    //create a Turtle object to do the drawing 
    Animation turt = new Animation(); 

    Turtle dyrtle = new Turtle(150, 150, worldObj);  

    turt.prepareTurtleToDraw(lertle, Color.BLACK, 250, 150); 
    turt.drawLine(lertle, 250, 150, 400, 150); 
    turt.drawLine(lertle, 400, 150, 400, 250); 
    turt.drawLine(lertle, 400, 250, 250, 250); 
    turt.drawLine(lertle, 250, 250, 250, 150); 

    turt.prepareTurtleToDraw(dyrtle, Color.RED, 150, 150); 
    turt.drawLine(dyrtle, 150, 150, 260, 75); 
    turt.drawLine(dyrtle, 260, 75, 335, 150); 
    turt.drawLine(dyrtle, 335, 150, 225, 225); 
    turt.drawLine(dyrtle, 225, 225, 150, 150); 


    System.out.println(worldObj); 
}  
}  

回答

1

嗯,看來我不能上傳照片我把我的計劃,因爲我沒有足夠的聲譽。 謝謝!

enter image description here 圖1.前按C

enter image description here 圖2.按C


後,我寫了這個小程序對你來說,這是對的Java Swing創建動畫運行。我有三個長方形,兩個 - 紅色和藍色 - 根據經過多少秒鐘衰減進入和退出,並且第三個出現並在按下時消失C.

我認爲在處理動畫時可能對您有所幫助是「 game loop」。你可以在下面的MainFrame.java中找到我的實現。鬆散地說,遊戲循環控制動畫的更新速度,以便程序在慢速和快速計算機上運行一致。如果沒有實現遊戲循環,快速計算機可能比相對較慢的計算機更快地完成動畫。

這是一個完整的程序,只需編譯三個.java文件並運行主要調出遊戲界面。

Main.java

import java.lang.reflect.InvocationTargetException; 

import javax.swing.SwingUtilities; 

public class Main { 
    public static void main(String[] args) { 
     try { 
      SwingUtilities.invokeAndWait(() -> { 

       MainFrame mf = MainFrame.getMainFrame(); 
       new Thread(mf).start(); 

      }); 
     } catch (InvocationTargetException | InterruptedException e) { 
      System.out.println("Could not create GUI"); 
     } 
    } 
} 


MainFrame.java

import java.awt.BorderLayout; 

import javax.swing.JFrame; 

class MainFrame extends JFrame implements Runnable { 

    private static final long serialVersionUID = 1L; 
    private DisplayPanel dp; 
    private boolean isRunning; 
    private double secondsPerFrame = 1.0/60.0; 
    private static MainFrame mf; 

    private MainFrame() { 
     super("Title"); 

     dp = new DisplayPanel(); 
     add(dp, BorderLayout.CENTER); // Add display to the center 

     setDefaultCloseOperation(EXIT_ON_CLOSE); 
     pack(); 
     setVisible(true); 
    } 

    /** 
    * Static factory 
    * 
    * @return A singleton MainFrame 
    */ 
    static MainFrame getMainFrame() { 
     return mf == null ? mf = new MainFrame() : mf; 
    } 

    /** 
    * Game loop 
    */ 
    @Override 
    public void run() { 
     isRunning = true; 
     int frames = 0; 
     double frameCounter = 0; 

     double lastTime = System.nanoTime()/1000000000.0; 
     double unprocessedTime = 0; 

     while(isRunning) { 
      boolean render = false; 
      double startTime = System.nanoTime()/1000000000.0; 
      double passedTime = startTime - lastTime; 
      lastTime = startTime; 
      unprocessedTime += passedTime; 
      frameCounter += passedTime; 

      while(unprocessedTime > secondsPerFrame) { 
       render = true; 
       unprocessedTime -= secondsPerFrame; 

       // Update the state of the rectangles' brightness 
       dp.update(secondsPerFrame); 

       if(frameCounter >= 1.0) { 
        // Show fps count. Updates every second 
        dp.setFps(frames); 
        frames = 0; 
        frameCounter = 0; 
       } 
      } 
      if(render) { 

       // Render the rectangles 
       dp.render(); 

       frames++; 
      } else { 
       try { 
        Thread.sleep(1); 
       } catch (InterruptedException ie) {} 
      } 
     } 
    } 
} 


DisplayPanel.java

import java.awt.Canvas; 
import java.awt.Color; 
import java.awt.Dimension; 
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.image.BufferStrategy; 

// Create a display within the window 
class DisplayPanel extends Canvas implements KeyListener { 

    private static final long serialVersionUID = 2L; 
    private Graphics2D g2; // Drawing tool 
    private BufferStrategy strategy; // Drawing tool 
    private FadingRectangle[] fadingRectangles; // Appears/disappears based on elapsed time 
    private FadingRectangle userControlledRectangle; // Appears/disappears upon command by user 
    private int fps; // Used to display the fps on screen 

    DisplayPanel() { 
     setPreferredSize(new Dimension(800, 600)); 
     addKeyListener(this); 
     setFocusable(true); 

     fadingRectangles = new FadingRectangle[2]; 
     fadingRectangles[0] = new FadingRectangle(150, 250, 100, 100); 
     fadingRectangles[1] = new FadingRectangle(550, 250, 100, 100); 

     userControlledRectangle = new FadingRectangle(350, 100, 100, 100); 
    } 

    /** 
    * Updates the brightness of rectangles 
    * 
    * @param elapsedSeconds Seconds elapsed since the last call to this method 
    */ 
    void update(double elapsedSeconds) { 
     fadingRectangles[0].update(elapsedSeconds); 
     fadingRectangles[1].update(elapsedSeconds); 
    } 

    /** 
    * Draw everything 
    */ 
    void render() { 
     // Prepare drawing tools 
     if (strategy == null || strategy.contentsLost()) { 
      createBufferStrategy(2); 
      strategy = getBufferStrategy(); 
      Graphics g = strategy.getDrawGraphics(); 
      this.g2 = (Graphics2D) g; 
     } 

     // Anti-aliasing 
     this.g2.setRenderingHint (RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); 

     // Clear screen by drawing background on top 
     this.g2.setColor(Color.BLACK); 
     this.g2.fillRect(0, 0, getWidth(), getHeight()); 

     // Draw the rectangles 
     fadingRectangles[0].draw(new Color(255, 0, 0)); 
     fadingRectangles[1].draw(new Color(0, 0, 255)); 
     userControlledRectangle.draw(Color.WHITE); 

     // Draw fps count on the upper left corner 
     g2.setColor(Color.WHITE); 
     g2.drawString("FPS: " + Integer.toString(fps), 10, 20); 

     // Set the drawn lines visible 
     if(!strategy.contentsLost()) 
      strategy.show(); 
    } 

    /** 
    * @param fps The fps to be drawn when render() is called 
    */ 
    void setFps(int fps) { 
     this.fps = fps; 
    } 

    /** 
    * Used to draw rectangles in the display 
    */ 
    private class FadingRectangle { 
     private int x, y, width, height; // Location and size of the rectangle 
     private double secondsPassed; // Arbitrary number that determines the brightness of blue 

     private FadingRectangle(int x, int y, int width, int height) { 
      this.x = x; 
      this.y = y; 
      this.width = width; 
      this.height = height; 
     } 

     /** 
     * Called by render() 
     * 
     * @param color The color of the rectangle to be drawn 
     */ 
     private void draw(Color color) { 
      // Determine color 
      double fade = Math.abs(Math.sin(secondsPassed)); 
      int red = (int) (color.getRed() * fade); 
      int green = (int) (color.getGreen() * fade); 
      int blue = (int) (color.getBlue() * fade); 
      g2.setColor(new Color(red, green, blue)); 

      // Draw the rectangle 
      g2.drawRect(x, y, width, height); 
     } 

     private void update(double elapsedSeconds) { 
      secondsPassed += elapsedSeconds; 
     } 
    } 

    // A quick and dirty implementation. Should be fixed to make it clearer 
    @Override 
    public void keyReleased(KeyEvent e) { 
     if(e.getKeyCode() == KeyEvent.VK_C) { 
      userControlledRectangle.update(Math.PI/2); 
     } 
    } 

    @Override 
    public void keyPressed(KeyEvent e) {} 

    @Override 
    public void keyTyped(KeyEvent e) {} 
} 
+0

謝謝你的,但事情是,我處理作業後,我不得不使用海龜作圖。我正在和我的老師交談,我對代碼做了一些修改和補充,但仍然不是我需要的地方。我會盡快發佈。感謝您的幫助。 –