动画
有几种方法可以这样做,而是采取了飞盘的概念,考虑到过渡将工作做好。这里有一个官方教程:
从这些可用,PathTransition
将工作做好。通过转换用户“扔”飞盘的方向,您可以生成飞盘Node
可以遵循的Path
。通过修改周期和运用逆转,你也可以让飞盘像一个回旋镖
由于飞盘的旋转,你也可以采取RotationTransition
的优势,并把它旁边的移动路径上
应用动画
你可以在飞盘上应用上面的跳转事件,只是一个mouseReleased
事件,但正如你特别提到的拖动,我修改了下面的代码来显示两种方法。一个与释放的事件,并使用拖放和拖放
如果您想了解更多关于拖动和拖放功能,另外,都能在这里找到:
原始源
做在下面的实现中的微小变化,我已经删除您Entity
类与Circle
为Entity
没有添加任何,目的似乎取代它只是创造一个Circle
我也去掉了static
声明。在这个特定的例子中,没有任何好处,但只有在需要的地方使用static
关键字。希望这个热门职位可以更好地解释为什么:
实现:
我已经添加评论,以澄清一些步骤,但如果有什么不明确,或你有一些改进请添加评论
mouseReleased approac H:
public class FrisbeeTossMain extends Application {
private Pane root;
private Text info = new Text();
private Circle frisbee, target;
private PathTransition transition;
private final int APP_W = 800;
private final int APP_H = 600;
private final double frisbeeX = APP_W -20;
private final double frisbeeY = APP_H -20;
private Parent createContent() {
root = new Pane();
root.setPrefSize(APP_W, APP_H);
info.setTranslateX(50);
info.setTranslateY(50);
target = new Circle(75, Color.RED);
target.setLayoutX(APP_W /2);
target.setLayoutY(APP_H /2);
frisbee = new Circle(60, Color.GREEN);
frisbee.setLayoutX(frisbeeX);
frisbee.setLayoutY(frisbeeY);
frisbee.setFill(new LinearGradient(0, 0, 1, 0, true, CycleMethod.NO_CYCLE,
new Stop[] { new Stop(0, Color.BLACK), new Stop(1, Color.GREEN)}));
SimpleBooleanProperty isFrisbeeVisuallyCollidingWithTarget = new SimpleBooleanProperty(false);
frisbee.boundsInParentProperty().addListener((observable, oldValue, newValue) -> {
isFrisbeeVisuallyCollidingWithTarget.set(
Shape.intersect(frisbee, target).getBoundsInParent().getWidth() >= 0 ? true : false);
});
isFrisbeeVisuallyCollidingWithTarget.addListener((observable, oldValue, newValue) -> {
if(newValue && transition != null){
//Stop the animation making it appear as though the frisbee was caught
transition.stop();
}
});
info.textProperty().bind(Bindings.when(isFrisbeeVisuallyCollidingWithTarget)
.then("Target caught frisbee!").otherwise(""));
root.getChildren().addAll(info, target, frisbee);
return root;
}
private void playGame() {
frisbee.setOnMouseReleased(event -> {
//Starting point for the line
double fromX = frisbeeX - frisbee.getRadius();
double fromY = frisbeeY - frisbee.getRadius();
//Only "throw" the frisbee if the user has released outside of the frisbee itself
if(frisbee.getBoundsInParent().contains(event.getSceneX(), event.getSceneY())){
return;
}
//Create a path between the frisbee and released location
Line line = new Line(fromX, fromY, event.getSceneX(), event.getSceneY());
transition = new PathTransition(Duration.seconds(1), line, frisbee);
transition.setAutoReverse(true); //Set the node to reverse along the path
transition.setCycleCount(2); //2 cycles, first to navigate the path, second to return
frisbee.relocate(0, 0); //Allow the path to control the location of the frisbee
RotateTransition rotateTransition =
new RotateTransition(Duration.seconds(1), frisbee);
rotateTransition.setByAngle(360f);
rotateTransition.setCycleCount(2);
rotateTransition.setAutoReverse(true);
rotateTransition.play();
transition.play();
});
}
@Override
public void start(Stage primaryStage) throws Exception {
Scene scene = new Scene(createContent());
primaryStage.setTitle("Frisbee Toss");
primaryStage.setScene(scene);
primaryStage.show();
playGame();
}
}
拖动和放下实现:
唯一的区别是从上面是playGame
方法中:
private void playGame() {
frisbee.setId("frisbee");
frisbee.setOnDragDetected(event -> {
Dragboard db = frisbee.startDragAndDrop(TransferMode.ANY);
ClipboardContent content = new ClipboardContent();
// Store node ID in order to know what is dragged.
content.putString(frisbee.getId());
db.setContent(content);
event.consume();
});
root.setOnDragOver(event -> {
event.acceptTransferModes(TransferMode.COPY_OR_MOVE);
event.consume();
});
root.setOnDragDropped(event -> {
//Starting point for the line
double fromX = frisbeeX - frisbee.getRadius();
double fromY = frisbeeY - frisbee.getRadius();
//Only "throw" the frisbee if the user has released outside of the frisbee itself
if(frisbee.getBoundsInParent().contains(event.getSceneX(), event.getSceneY())){
return;
}
//Create a path between the frisbee and released location
Line line = new Line(fromX, fromY, event.getSceneX(), event.getSceneY());
transition = new PathTransition(Duration.seconds(1), line, frisbee);
transition.setAutoReverse(true); //Set the node to reverse along the path
transition.setCycleCount(2); //2 cycles, first to navigate the path, second to return
frisbee.relocate(0, 0); //Allow the path to control the location of the frisbee
transition.setOnFinished(finishedEvent -> {
event.setDropCompleted(true);
event.consume();
});
transition.play();
});
}
添加轮换:
旋转可以通过预先挂起以下片段在播放前应用PathTransition
:
RotateTransition rotateTransition = new RotateTransition(Duration.seconds(1), frisbee);
rotateTransition.setByAngle(360f);
rotateTransition.setCycleCount(2);
rotateTransition.setAutoReverse(true);
rotateTransition.play();
您可以进行旋转更加通知,能够通过施加GradientFill
的飞盘,而不是一个块颜色
如:
frisbee.setFill(new LinearGradient(0, 0, 1, 0, true, CycleMethod.NO_CYCLE,
new Stop[] { new Stop(0, Color.BLACK), new Stop(1, Color.GREEN)}));
视觉输出
订单:mouseReleased | drag-and-drop | mouseReleased with rotation
(请注意,在拖动和拖放实现光标变化)