jpanels 网格(用于连接四个游戏)- paintComponent 仅适用于左上面板
Grid of jpanels (for connect four game) - paintComponent only works for top left panel
我正在尝试通过使用 JPanel 的网格来制作一个简单的连接四个 GUI,当按下它们下面的按钮并且它下面的面板已满时,每个 JPanel 都会绘制一个彩色磁盘。在添加游戏规则之前,我只是想确保按钮和显示正常工作。但它不起作用 - 只有左上角的面板显示一个磁盘(按下按钮 1 6 次后)。这是我的代码:
public class ConnectFourFrame extends JFrame {
private final JPanel gamePanelsPanel; // panel to hold the game panels
private final GamePanel[][] gamePanels; // a 2D array to hold the grid of panels to display the game disks
private final JPanel buttonsPanel; // panel to hold the buttons panels
private final JPanel gameButtonsPanel; // panel to hold the game buttons to add disk to a column
private final JButton[] gameButtons; // an array to hold the game buttons
private final JPanel clearButtonPanel; // panel to hold the clear button
private final JButton clearButton; // button to clear the game grid from disks
private enum Turn {RED_PLAYER, BLUE_PLAYER}; // keeps track of which players turn it is
private Turn turn;
// no argument constructor
public ConnectFourFrame() {
super("Connect Four");
this.setLayout(new BorderLayout());
//add panels to hold the game panel and the buttons
gamePanelsPanel = new JPanel();
add(gamePanelsPanel, BorderLayout.CENTER);
buttonsPanel = new JPanel();
buttonsPanel.setLayout(new BorderLayout());
add(buttonsPanel, BorderLayout.SOUTH);
//set up game panels
gamePanelsPanel.setLayout(new GridLayout(6,7,3,3));
gamePanelsPanel.setBackground(Color.BLACK);
gamePanels = new GamePanel[6][7];
for (int i = 0; i < 6; i++) {
for (int j = 0; j < 7; j++) {
gamePanels[i][j] = new GamePanel(false, Color.WHITE);
gamePanelsPanel.add(gamePanels[i][j]);
}
}
//set up game and clear buttons
gameButtonsPanel = new JPanel();
gameButtonsPanel.setLayout(new GridLayout(1,7));
clearButtonPanel = new JPanel();
gameButtons = new JButton[7];
for (int i = 0; i < 7; i++) {
gameButtons[i] = new JButton("" + (i+1));
gameButtonsPanel.add(gameButtons[i]);
}
clearButton = new JButton("CLEAR");
clearButtonPanel.add(clearButton);
buttonsPanel.add(gameButtonsPanel, BorderLayout.NORTH);
buttonsPanel.add(clearButtonPanel, BorderLayout.SOUTH);
add(buttonsPanel, BorderLayout.SOUTH);
// register event handlers
ClearButtonHandler clearButtonHandler = new ClearButtonHandler();
clearButton.addActionListener(clearButtonHandler);
GameButtonHandler gameButtonHandler = new GameButtonHandler();
for (int i = 0; i < 7; i++) {
gameButtons[i].addActionListener(gameButtonHandler);
}
turn = Turn.RED_PLAYER; //set first turn to player1
}
// inner class for game button event handling
private class GameButtonHandler implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
// get the number of the pressed button
int pressedButtonNum = Integer.parseInt(((JButton) e.getSource()).getActionCommand());
// display disk in top empty panel of the column
for (int i = 5; i >= 0; i--) {
if (!gamePanels[i][pressedButtonNum - 1].isFull()) {
if (turn == Turn.RED_PLAYER) {
gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.RED);
turn = Turn.BLUE_PLAYER;
}
else {
gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.BLUE);
turn = Turn.RED_PLAYER;
}
gamePanels[i][pressedButtonNum - 1].setFull(true);
gamePanels[i][pressedButtonNum - 1].repaint();
return;
}
}
// if column is full display message to try again
JOptionPane.showMessageDialog(gamePanelsPanel, "Column " + pressedButtonNum + " is full. Try again.");
}
}
public class GamePanel extends JPanel{
private boolean isFull; // true if the panel has a disk in it. default is empty (false).
private Color diskColor; //color of disks. default is white (same as background)
public GamePanel(boolean isFull, Color diskColor) {
super();
this.isFull = isFull;
this.diskColor = diskColor;
}
public Color getDiskColor() {
return diskColor;
}
public void setDiskColor(Color diskColor) {
this.diskColor = diskColor;
}
public boolean isFull() {
return isFull;
}
public void setFull(boolean isFull) {
this.isFull = isFull;
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
this.setBackground(Color.WHITE);
g.setColor(diskColor);
g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);
}
}
问题就在这里...
g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);
传递给你的paintComponent
方法的Graphics
上下文已经被组件x
/y
位置翻译了,这意味着top/left角组件的总是 0x0
g.fillOval(this.getWidth()/4 , this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);
可能会更好
此外,在 paintComponent
中调用 this.setBackground(Color.WHITE);
是不可取的,因为它会设置一个新的绘制周期将被安排的情况,一遍又一遍。不要在绘画方法
中改变UI的状态
我正在尝试通过使用 JPanel 的网格来制作一个简单的连接四个 GUI,当按下它们下面的按钮并且它下面的面板已满时,每个 JPanel 都会绘制一个彩色磁盘。在添加游戏规则之前,我只是想确保按钮和显示正常工作。但它不起作用 - 只有左上角的面板显示一个磁盘(按下按钮 1 6 次后)。这是我的代码:
public class ConnectFourFrame extends JFrame {
private final JPanel gamePanelsPanel; // panel to hold the game panels
private final GamePanel[][] gamePanels; // a 2D array to hold the grid of panels to display the game disks
private final JPanel buttonsPanel; // panel to hold the buttons panels
private final JPanel gameButtonsPanel; // panel to hold the game buttons to add disk to a column
private final JButton[] gameButtons; // an array to hold the game buttons
private final JPanel clearButtonPanel; // panel to hold the clear button
private final JButton clearButton; // button to clear the game grid from disks
private enum Turn {RED_PLAYER, BLUE_PLAYER}; // keeps track of which players turn it is
private Turn turn;
// no argument constructor
public ConnectFourFrame() {
super("Connect Four");
this.setLayout(new BorderLayout());
//add panels to hold the game panel and the buttons
gamePanelsPanel = new JPanel();
add(gamePanelsPanel, BorderLayout.CENTER);
buttonsPanel = new JPanel();
buttonsPanel.setLayout(new BorderLayout());
add(buttonsPanel, BorderLayout.SOUTH);
//set up game panels
gamePanelsPanel.setLayout(new GridLayout(6,7,3,3));
gamePanelsPanel.setBackground(Color.BLACK);
gamePanels = new GamePanel[6][7];
for (int i = 0; i < 6; i++) {
for (int j = 0; j < 7; j++) {
gamePanels[i][j] = new GamePanel(false, Color.WHITE);
gamePanelsPanel.add(gamePanels[i][j]);
}
}
//set up game and clear buttons
gameButtonsPanel = new JPanel();
gameButtonsPanel.setLayout(new GridLayout(1,7));
clearButtonPanel = new JPanel();
gameButtons = new JButton[7];
for (int i = 0; i < 7; i++) {
gameButtons[i] = new JButton("" + (i+1));
gameButtonsPanel.add(gameButtons[i]);
}
clearButton = new JButton("CLEAR");
clearButtonPanel.add(clearButton);
buttonsPanel.add(gameButtonsPanel, BorderLayout.NORTH);
buttonsPanel.add(clearButtonPanel, BorderLayout.SOUTH);
add(buttonsPanel, BorderLayout.SOUTH);
// register event handlers
ClearButtonHandler clearButtonHandler = new ClearButtonHandler();
clearButton.addActionListener(clearButtonHandler);
GameButtonHandler gameButtonHandler = new GameButtonHandler();
for (int i = 0; i < 7; i++) {
gameButtons[i].addActionListener(gameButtonHandler);
}
turn = Turn.RED_PLAYER; //set first turn to player1
}
// inner class for game button event handling
private class GameButtonHandler implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
// get the number of the pressed button
int pressedButtonNum = Integer.parseInt(((JButton) e.getSource()).getActionCommand());
// display disk in top empty panel of the column
for (int i = 5; i >= 0; i--) {
if (!gamePanels[i][pressedButtonNum - 1].isFull()) {
if (turn == Turn.RED_PLAYER) {
gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.RED);
turn = Turn.BLUE_PLAYER;
}
else {
gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.BLUE);
turn = Turn.RED_PLAYER;
}
gamePanels[i][pressedButtonNum - 1].setFull(true);
gamePanels[i][pressedButtonNum - 1].repaint();
return;
}
}
// if column is full display message to try again
JOptionPane.showMessageDialog(gamePanelsPanel, "Column " + pressedButtonNum + " is full. Try again.");
}
}
public class GamePanel extends JPanel{
private boolean isFull; // true if the panel has a disk in it. default is empty (false).
private Color diskColor; //color of disks. default is white (same as background)
public GamePanel(boolean isFull, Color diskColor) {
super();
this.isFull = isFull;
this.diskColor = diskColor;
}
public Color getDiskColor() {
return diskColor;
}
public void setDiskColor(Color diskColor) {
this.diskColor = diskColor;
}
public boolean isFull() {
return isFull;
}
public void setFull(boolean isFull) {
this.isFull = isFull;
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
this.setBackground(Color.WHITE);
g.setColor(diskColor);
g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);
}
}
问题就在这里...
g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);
传递给你的paintComponent
方法的Graphics
上下文已经被组件x
/y
位置翻译了,这意味着top/left角组件的总是 0x0
g.fillOval(this.getWidth()/4 , this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);
可能会更好
此外,在 paintComponent
中调用 this.setBackground(Color.WHITE);
是不可取的,因为它会设置一个新的绘制周期将被安排的情况,一遍又一遍。不要在绘画方法