为了让球独立移动,你需要把它们当作3个球。 他们总是走同一个方向的原因是,你使用相同的三角洲,只是反转三角洲x和三角洲的标志,因此你将永远保持相同的速度,并在90度反弹。
在下面这基本上是因为你有相同的代码,我保持在分开的情况下,增量x和增量Y的变化速度一次侧被触摸的每个球的状态,并且使用Swing定时器这是一个正如上面罗宾所指出的那样,在Swing的时机方面更好。
我已经更新的例子,让4个球在中间开始,他们从彼此离开。这应该给你足够的信息,以适应你的要求。下面的图片是由只允许10次迭代,并设置
ballGame.setOpaque(true);
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import javax.swing.*;
public class BallGame extends JPanel {
private class Ball {
private int x;
private int y;
private int width;
private int height;
private Color color;
private boolean leftRight;
private boolean upDown;
private int deltaX;
private int deltaY;
Ball(Color color, int x, int y, int width, int height) {
this(color, x, y, width, height, false, false);
}
Ball(Color color, int x, int y, int width, int height, boolean leftRight, boolean upDown) {
this.color = color;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.leftRight = leftRight;
this.upDown = upDown;
updateDelta();
}
private void updateDelta() {
final int minimumMovement = 5;
final int maxExtra = 10;
deltaY = minimumMovement + (int) (Math.random() * maxExtra);
deltaX = minimumMovement + (int) (Math.random() * maxExtra);
}
public void positionBall() {
if (leftRight) {
x += deltaX;
if (x >= (BallGame.this.getWidth() - width/2)) {
leftRight = false;
updateDelta();
}
} else {
x += -deltaX;
if (x <= 0) {
leftRight = true;
updateDelta();
}
}
if (upDown) {
y += deltaY;
upDown = !(y >= (BallGame.this.getHeight() - height/2));
if (y >= (BallGame.this.getHeight() - height/2)) {
upDown = false;
updateDelta();
}
} else {
y += -deltaY;
if (y <= 0) {
upDown = true;
updateDelta();
}
}
}
public Color getColor() {
return color;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
}
private ArrayList<Ball> balls = new ArrayList<>(3);
public BallGame() {
createBalls();
startGame();
}
private void startGame() {
int framesPerSecond = 30;
int timeToWait = 1000/framesPerSecond;
Timer timer = new Timer(timeToWait, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
for (Ball ball : balls) {
ball.positionBall();
}
repaint();
}
});
timer.start();
}
private void createBalls() {
int startX = 400;
int startY = 200;
balls.add(new Ball(Color.green, startX, startY, 10, 10));
balls.add(new Ball(Color.blue, startX, startY, 15, 15, true, true));
balls.add(new Ball(Color.red, startX, startY, 20, 20, false, true));
balls.add(new Ball(Color.orange, startX, startY, 20, 20, true, false));
}
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g.create();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
for (Ball ball : balls) {
g2.setColor(ball.getColor());
g2.fillOval(ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight());
g2.setColor(ball.getColor().darker());
g2.drawOval(ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight());
}
g2.dispose();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
JFrame frame = new JFrame("Ball Game");
BallGame ballGame = new BallGame();
ballGame.setOpaque(false);
frame.getContentPane().add(ballGame);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setMinimumSize(new Dimension(800, 450));
frame.setLocationRelativeTo(null); // Center
frame.pack();
frame.setVisible(true);
}
});
}
}
注意,对于挥杆的动画,你最好用的,而不是你自己的'主题了'javax.swing.Timer'生产'。 [This](http://stackoverflow.com/q/9849950/1076463)是一个使用Timer类的Swing移动应用程序的例子 – Robin 2013-03-24 12:46:31