动态弹球的实现 加入了多线程技术--javaSE游戏准备工作

任务描述:实现了动态弹球的功能,对于有弹球功能的SE游戏奠定了基础。



 

package 运用线程技术的小球;


import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;//不清楚这个有什么用
import java.util.*;
import javax.swing.*;

public class Bounces {

	
	public static void main(String[] args) {
		// TODO Auto-generated method stub

		JFrame j = new BounceFrame();
		
		j.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		
		j.setVisible(true);
		
	}

}

class BallRunnable implements Runnable//线程是Thread(Runnable target) 要使用线程 你必须要实现Runnable接口

{
	
	private Ball ball;
	
	private Component component ;
	
	private static final int step = 300000;
	
	private static final int delay = 1;

	public BallRunnable(Ball aball,Component acomponent)
	{
		ball = aball;
		
		component = acomponent;
		
	}
	
	public void run()
	
	{
		
		
		try{
			
			for(int i = 0 ; i <= step ; i++)
					
					{
				ball.move(component.getBounds());
				
				component.repaint();//面板不断刷新
				
				Thread.sleep(delay);
				
					}
		}catch(InterruptedException e){}
				
}
}

class Ball
{//实现一个小球类 这个小球包含的方法 包括move()
	
	private double x = 0;
	
	private double y = 0 ;
	
	private double dx = 1;
	
	private double dy = 1;
	
    private static final int XSIZE =15;
    
    private static final int YSIZE =15;
	
	public void move(Rectangle2D bounds)
	
	{
		
		
		x = x + dx;
		
		y = y + dy;
		
		if(x < bounds.getMinX())
			
		{
			x = bounds.getMinX();
			
			dx = -dx;
			
		}
		
		if(x+XSIZE>=bounds.getMaxX())
		{
			x = bounds.getMaxX()-XSIZE;
			
			dx = - dx;
			
		}
		
        if(y < bounds.getMinY())
			
		{
			y = bounds.getMinY();
			
			dy = -dy;
			
		}
		
		if(y+YSIZE>=bounds.getMaxY())
		{
			y = bounds.getMaxY()-YSIZE;
			
			dy = - dy;
			
		}
		
	}//关于小球如何移动
	
	
	public Ellipse2D getShape()
	
	{
		return new Ellipse2D.Double(x,y,XSIZE,YSIZE);
	}//返回此时的小球的绘画位置
}


class BallPanel extends JPanel
{
	private ArrayList<Ball> balls = new ArrayList<Ball>();
	
	//定义了一个集合 这个集合是Ball类型的存储 这个知识点很关键 管存储的作用

	public void add(Ball b)
	
	{
		balls.add(b);//将Ball的对象加载进去
		
	}//这就是重写JPanel中的add方法 实现集合加入要更新的小球的重要一步
	
	public void  paint(Graphics g)
	{
		
		super.paintComponent(g);
		
		Graphics2D g2 = (Graphics2D) g;//转换成2D的绘图模式了
		
		for(Ball b :balls)
			
		{
			
			g2.fill(b.getShape());//这时的g2重新绘制小球的全部信息 fill是 专门绘制图形的方法
		}
		
		
	}
	
	
}


class BounceFrame extends JFrame
{

	private BallPanel panel;
	

	
	public BounceFrame()
	
	
	{
		
		setTitle("小球");
		
		panel = new BallPanel();
		
		panel.setBackground(Color.BLUE);
		
		add(panel,BorderLayout.CENTER);
		
		JPanel buttonPane = new JPanel();
		
		setBounds(200,200,700,500);
		
		addButton(buttonPane,"start",new ActionListener(){
			
			public void actionPerformed(ActionEvent event)
			
			{
				
				
				addBall();
			}
		});
		
		addButton(buttonPane,"Close",new ActionListener(){
			
			public void actionPerformed(ActionEvent event)
			{
				
				System.exit(0);
			}
		});
		
		add(buttonPane,BorderLayout.SOUTH);
		}
	
	public void addButton(Container c,String title,ActionListener listener)
	{
		JButton b = new JButton(title);
		
		c.add(b);
		
		b.addActionListener(listener);
		
	}//这个算是变形吧   学习思想
	
	public void addBall()
	{
			
			
			Ball ball = new Ball();
			
			panel.add(ball);
		
			Runnable r = new BallRunnable(ball,panel);
			
			Thread t = new Thread(r);//Thread(Runnable target)
			
			t.start();//启动线程 实质上是启动的run()方法
	}
}

			
			


动态弹球的实现 加入了多线程技术--javaSE游戏准备工作_第1张图片

 

 

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