我正在做一个弹球风格的小程序,我跑进前已经谢天谢地得到纠正一些问题。但是,我又碰到了另一个绊脚石。旋转的形状,而不会出现在一个Applet
要绘制的鳍状肢的弹球机,我打算画一个角度的圆角矩形这将让我有可能制作动画以后,这样你可以看到它动起来当我添加线程的小程序。这全部在Table的paintComponent方法中完成。当我没有应用任何旋转来检查它是否全部正常工作时,它就会很好地绘制出形状。但是,当我应用旋转(无论是通过仿射变换对象(如现在的代码还是Graphics2D.rotate方法),由于某种原因,该形状不会绘制。我不知道为什么,但我希望我只是忽略了一些东西。我在网上查了一下,但是我没有把正确的关键词放进去,或者是我忽略了一些东西。
的代码为我弹球和表类下面是,请随时指出任何你认为可能会导致此陌生感。请注意,我还没有完全给出正确的坐标,因为我可以在画出它的位置时调整它的位置,并且我可以看到它,以防万一您运行任何类似的代码来尝试和调试它。
作为P.S.在桌面上调用球的构造函数比在applet上执行它更好吗?只是想知道我做了什么,真的是效率低下。
import javax.swing.*; // useful for the drawing side, also going to be a JApplet
import java.awt.*;
import java.net.*;
public class Pinball extends JApplet
{
// variables go here
Table table;
Player player;
Ball ball;
Miosoft miosoft;
Miofresh miofresh;
Mioboost mioboost;
Miocare miocare;
Miowipe miowipe;
// further initialisation of the GUI
public void init()
{
setSize(300, 300);
table = new Table(this);
player = new Player();
ball = new Ball(180, 175); // set the ball's initial position in the arguments
miosoft = new Miosoft();
miocare = new Miocare();
miowipe = new Miowipe();
miofresh = new Miofresh();
mioboost = new Mioboost();
setContentPane(table); // makes our graphical JPanel container the content pane for the Applet
// createGUI(); // this has been moved onto the table class
}
public void stop()
{
}
// little getters to make things easier on the table
public int getBallX()
{
return ball.getXPosition();
}
public int getBallY()
{
return ball.getYPosition();
}
public int getLives()
{
return player.getLives();
}
public int getScore()
{
return player.getScore();
}
}
这里是表类
import java.awt.*; // needed for old style graphics stuff
import java.awt.geom.AffineTransform;
import java.awt.geom.RoundRectangle2D;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.*; // gives us swing stuff
import sun.rmi.transport.LiveRef;
import java.io.IOException;
import java.net.*; // useful for anything using URLs
/*--------------------------------------------------------------
Auto-generated Java code for class Table
Generated by QSEE-SuperLite multi-CASE, QSEE-Technologies Ltd
www.qsee-technologies.com
Further developed to be the Content pane of this application by Craig Brett
----------------------------------------------------------------*/
public class Table extends JPanel
{
// attributes go here
Pinball pb;
Color bgColour;
Color launcherColour;
Color ballColour;
Image logo;
Image freshBonus;
Image midCircle;
Image leftBumper;
Image rightBumper;
Image nappy1;
Image nappy2;
Image nappy3;
int ballX;
int ballY;
int playerLives;
int playerScore;
// constructor goes here
public Table(Pinball pb)
{
setPreferredSize(new Dimension(300, 300));
this.pb = pb;
// this is not needed anymore, with the new loadImage class down the bottom
// Toolkit tk = Toolkit.getDefaultToolkit(); // needed to get images
// logo = tk.getImage(base + "images/bambinomio.jpg");
logo = loadImage("bambinomio.jpg");
freshBonus = loadImage("miofresh circle.jpg");
midCircle = loadImage("middle circle.jpg");
leftBumper = loadImage("left bumper.jpg");
rightBumper = loadImage("right bumper.jpg");
nappy1 = loadImage("nappy1.jpg");
nappy2 = loadImage("nappy2.jpg");
nappy3 = loadImage("nappy3.jpg");
createGUI();
}
// public methods go here
// all GUI creation stuff goes here
public void createGUI()
{
// setting the background colour
bgColour = new Color(190, 186, 221); // makes the sky blue colour for the background.
setBackground(bgColour);
launcherColour = new Color(130, 128, 193);
ballColour = new Color(220, 220, 220); // the color of the launch spring and ball
// setOpaque(false);
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
// to give us access to the 2D graphics features
Graphics2D g2d = (Graphics2D) g;
// creating the panels
g2d.setColor(Color.WHITE);
g2d.fillRect(200, 20, 100, 280); // the logo Panel
g2d.fillRect(0, 0, 300, 20);
g2d.setColor(Color.BLACK);
g2d.drawRoundRect(230, 125, 40, 120, 20, 20); // the lives panel
g2d.drawRoundRect(210, 255, 80, 40, 20, 20);
g2d.drawString("Score", 215, 270);
g2d.drawString(displayScore(), 215, 290);
// now drawing the graphics
g2d.drawImage(logo, 205, 25, 90, 90, null);
g2d.drawImage(freshBonus, 10, 40, 20, 20, this);
g2d.drawImage(leftBumper, 40, 200, 10, 20, this);
g2d.drawImage(rightBumper, 150, 200, 10, 20, this);
// now the three mid circles
g2d.drawImage(midCircle, 55, 120, 25, 25, this);
g2d.drawImage(midCircle, 95, 90, 25, 25, this);
g2d.drawImage(midCircle, 95, 150, 25, 25, this);
// now filling out the lives depending on how many the players have
playerLives = pb.getLives();
if(playerLives >= 1)
g2d.drawImage(nappy1, 235, 135, 32, 30, this);
if(playerLives >= 2)
g2d.drawImage(nappy2, 235, 170, 32, 30, this);
if(playerLives >= 3)
g2d.drawImage(nappy3, 235, 205, 32, 30, this);
// now to handle the white lines
g2d.setColor(Color.WHITE);
g2d.drawLine(20, 250, 20, 60); // the left edge
g2d.drawArc(10, 40, 20, 20, 45, 225); // the top left corner
g2d.drawLine(28, 43, 160, 43); // the top of the table
g2d.drawArc(150, 41, 40, 30, 0, 120); // the top right corner
g2d.drawLine(20, 250, 35, 270); // the bottom left corner
// now for the launcher, we draw here
g2d.setColor(launcherColour);
g2d.fillRoundRect(170, 75, 30, 175, 20, 20); // the blue tube
g2d.setColor(ballColour);
g2d.fillRoundRect(175, 210, 20, 40, 20, 20); // the first bit of the launcher
g2d.fillRect(175, 210, 20, 20); // the top of the launcher's firer
g2d.fillRoundRect(175, 195, 20, 10, 20, 20); // the bit that hits the ball
// now drawing the ball wherever it is
ballX = pb.getBallX();
ballY = pb.getBallY();
g2d.fillOval(ballX, ballY, 10, 10);
// now the flippers
g2d.setPaint(Color.WHITE);
// more precise coordinates can be given when the transformation below works
// RoundRectangle2D leftFlipper = new RoundRectangle2D.Double(43.0, 245.0, 20.0, 50.0, 30.0, 30.0); // have to make this using shape parameters
// now using Affine Transformation to rotate the rectangles for the flippers
AffineTransform originalTransform = g2d.getTransform();
AffineTransform transform = AffineTransform.getRotateInstance(Math.toRadians(120));
g2d.transform(transform); // apply the transform
g2d.fillRoundRect(33, 260, 20, 40, 10, 10);
g2d.setTransform(originalTransform); // resetting the angle
// g2d.drawString("The flipper should be drawn", 80, 130); // for debugging if the previous draw instructions have been carried out
}
// a little useful method for handling loading of images and stuff
public BufferedImage loadImage(String filename)
{
BufferedImage image = null;
try
{
URL url = new URL(pb.getCodeBase(), "images/" + filename);
image = ImageIO.read(url);
}catch(IOException e)
{
System.out.println("Error loading image - " + filename + ".");
}
return image;
}
private String displayScore()
{
playerScore = pb.getScore();
String scoreString = Integer.toString(playerScore);
String returnString = "";
if(scoreString.length() < 8)
{
for(int i = 0; i < (8 - scoreString.length()); i++)
{
returnString = returnString + "0";
}
}
returnString = returnString + scoreString;
return returnString;
}
}
建议1)发布一个[SSCCE](http://pscode.org/sscce.html),而不是包含几乎200的不可编译的代码线的两个源文件。 2)使用一致的&逻辑缩进和包围代码来清楚地说明代码块在哪里开始和结束。 3)由于这听起来像是一个'JFrame'中显示的问题,所以请使用该框架。多数人可以运行应用程序。比applets更容易。 4)分解图像,因为这似乎是关于形状。 – 2011-04-25 14:45:23
1.什么是我的代码不可编译的? – 2011-04-25 17:37:03
无视以前的不可评论的评论。好的,稍后我会重写该规范的代码。但是3和4是可撤销的,因为3和客户端约束一样好,因为客户想要在他们的网站上不需要下载的东西,我不相信一个应用会适合这个。这是一个广告游戏,所以图像对所有这些都很重要。尽管如此,谢谢你们。 – 2011-04-25 17:58:02