所以,我有一個命令的菜單:「按Enter鍵」將玩遊戲。我希望有一些額外的選項來調整我的菜單屏幕。換句話說,我希望有一個按鍵可以進入指令「頁面」,它將指導如何玩遊戲。 我當前的菜單代碼:創建額外的菜單選項去其他選項
package menupackagev1;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics2D;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import displaypackagev1.Sea_InvadersDisplay;
import statepackagev1.Sea_InvadersStateMachine;
import statepackagev1.StateMachineInterface;
public class MenuScreen extends StateMachineInterface implements KeyListener {
private Font titleFont = new Font("Arial", Font.PLAIN, 64);
private Font startFont = new Font("Arial", Font.PLAIN, 32);
private String title = "Space Invaders";
private String start = "Press Enter";
private String instruct = " Press H for Instructions";
public MenuScreen(Sea_InvadersStateMachine stateMachine) {
super(stateMachine);
}
@Override
public void update(double delta) {
}
@Override
public void draw(Graphics2D g) {
g.setFont(titleFont);
int tittleWidth = g.getFontMetrics().stringWidth(title);
g.setColor(Color.yellow);
g.drawString(title, ((Sea_InvadersDisplay.WIDTH/2)-(tittleWidth/2))-2, (Sea_InvadersDisplay.HEIGHT/2)-123);
g.setColor(Color.green);
g.drawString(title, (Sea_InvadersDisplay.WIDTH/2)-(tittleWidth/2), (Sea_InvadersDisplay.HEIGHT/2)-125);
g.setFont(startFont);
g.setColor(Color.white);
int startWidth = g.getFontMetrics().stringWidth(start);
g.drawString(start, (Sea_InvadersDisplay.WIDTH/2)-(startWidth/2), (Sea_InvadersDisplay.HEIGHT/2)+75);
}
@Override
public void init(Canvas canvas) {
canvas.addKeyListener(this);
}
@Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
}
@Override
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_ENTER) {
getStateMachine().setState((byte) 1);
}
}
@Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
}
顯示:
package displaypackagev1;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.image.BufferStrategy;
import javax.swing.JFrame;
import statepackagev1.Sea_InvadersStateMachine;
public class Sea_InvadersDisplay extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
public static void main(String[] args) {
Sea_InvadersDisplay display = new Sea_InvadersDisplay();
JFrame frame = new JFrame();
frame.add(display);
frame.pack();
frame.setTitle("Space Invaders");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setVisible(true);
display.start();
}
private boolean running = false;
private Thread thread;
public synchronized void start() {
if (running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
public synchronized void stop() {
if (!running)
return;
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public static int WIDTH = 800, HEIGHT = 600;
public int FPS;
public static Sea_InvadersStateMachine state;
public Sea_InvadersDisplay() {
this.setSize(WIDTH, HEIGHT);
this.setFocusable(true);
state = new Sea_InvadersStateMachine(this);
state.setState((byte) 0);
}
@Override
public void run() {
long timer = System.currentTimeMillis();
long lastLoopTime = System.nanoTime();
final int TARGET_FPS = 60;
final long OPTIMAL_TIME = 1000000000/TARGET_FPS;
int frames = 0;
this.createBufferStrategy(3);
BufferStrategy bs = this.getBufferStrategy();
while (running) {
long now = System.nanoTime();
long updateLength = now - lastLoopTime;
lastLoopTime = now;
double delta = updateLength/((double) OPTIMAL_TIME);
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
FPS = frames;
frames = 0;
System.out.println(FPS);
}
draw(bs);
update(delta);
try {
Thread.sleep(((lastLoopTime - System.nanoTime()) + OPTIMAL_TIME)/1000000);
} catch (Exception e) {
}
;
}
}
public void draw(BufferStrategy bs) {
do {
do {
Graphics2D g = (Graphics2D) bs.getDrawGraphics();
g.setColor(Color.BLUE);
g.fillRect(0, 0, WIDTH + 50, HEIGHT + 50);
state.draw(g);
g.dispose();
} while (bs.contentsRestored());
bs.show();
} while (bs.contentsLost());
}
public void update(double delta) {
state.update(delta);
}
}
狀態機:
package statepackagev1;
import java.awt.Canvas;
import java.awt.Graphics2D;
import java.util.ArrayList;
import menupackagev1.MenuScreen;
import gamescreenpackagev1.GameScreen;
public class Sea_InvadersStateMachine {
private ArrayList<StateMachineInterface> states = new ArrayList<StateMachineInterface>();
private Canvas canvas;
private byte selectState = 0;
public Sea_InvadersStateMachine(Canvas canvas){
StateMachineInterface game = new GameScreen(this);
StateMachineInterface menu = new MenuScreen(this);
states.add(menu);
states.add(game);
this.canvas = canvas;
}
public void draw(Graphics2D g){
states.get(selectState).draw(g); //Depending on which State is selected, that state that has been selected will be drawn.
}
public void update(double delta){
states.get(selectState).update(delta);
}
public void setState(byte i){
for(int r =0; r < canvas.getKeyListeners().length; r++)
canvas.removeKeyListener(canvas.getKeyListeners()[r]);
selectState = i;
states.get(selectState).init(canvas);
}
public byte getStates() {
return selectState;
}
}
SM接口:
package statepackagev1;
import java.awt.Canvas;
import java.awt.Graphics2D;
public abstract class StateMachineInterface {
private Sea_InvadersStateMachine stateMachine;
public StateMachineInterface(Sea_InvadersStateMachine stateMachine) {
this.stateMachine = stateMachine;
}
public abstract void update(double delta);
public abstract void draw(Graphics2D g);
public abstract void init(Canvas canvas);
public Sea_InvadersStateMachine getStateMachine() {
return stateMachine;
}
}
你的實際問題是什麼?你試過什麼了?請閱讀[問]。 – zett42
這是太多的代碼。請考慮發佈[最小,完整,可驗證的示例](http://stackoverflow.com/help/mcve)。 – bc004346