如何从启动器 运行 Java Swing 游戏的动画线程?
How to run the animation thread for a Java Swing game from a launcher?
我对线程有点陌生,所以请多多包涵。所有相关的 类 都将位于文本下方的一处,以便于参考。
背景故事:
我按照本教程创建了一个简单的类似乒乓球的游戏:http://www.edu4java.com/en/game/game1.html
一切都很完美,然后我进行了修改以更好地理解它是如何工作的。在教程中,有一个主要方法可以连续播放动画。根据教程作者的说法,Thread.sleep(10)
“...告诉处理器正在 运行 的线程必须休眠 10 毫秒,这允许处理器执行其他线程,特别是 AWT-EventQueue调用 paint 方法的线程。”
现在,我的问题是:
(只是为了好玩和练习Java,)我制作了一个"launcher",用于我制作的各种小程序和游戏。我还没有让乒乓球游戏在发射器内运行。如果 pong 框架内没有 main 方法,动画永远不会 运行s。我在下面的代码中留下了 main 方法,这样它就可以工作了。我将如何从 main 以外的地方启动动画?
代码如下:
框架和主要方法:
package pongGame;
import javax.swing.*;
public class PongMainGUI extends JFrame
{
private static final int WINDOW_WIDTH = 500;
private static final int WINDOW_HEIGHT = 800;
private static AnimationPanel panel;
public PongMainGUI()
{
//This line sets the title, and, since it calls the super constructor, it calls setTitle().
super("Pong!");
panel = new AnimationPanel(this);
//This method simply makes the screen appear in the center of whatever size screen you are using.
setLocationRelativeTo(null);
setSize(WINDOW_WIDTH,WINDOW_HEIGHT);
add(panel);
setVisible(true);
}
public static void main(String args[]) throws InterruptedException
{
new PongMainGUI();
while(true)
{
System.out.println("PongMainGUI");
panel.repaint();
panel.move();
Thread.sleep(10);
}
}
}
动画面板:
package pongGame;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.event.MouseInputListener;
@SuppressWarnings("serial")
public class AnimationPanel extends JPanel
{
PongMainGUI frame;
Ball ballClass;
Racquet racquetClass;
boolean bool = false;
public AnimationPanel(PongMainGUI frame)
{
this.frame = frame;
addMouseListener(new MouseListener()
{
@Override
public void mouseClicked(MouseEvent arg0)
{
}
@Override
public void mouseEntered(MouseEvent arg0)
{
}
@Override
public void mouseExited(MouseEvent arg0)
{
}
@Override
public void mousePressed(MouseEvent arg0)
{
}
@Override
public void mouseReleased(MouseEvent arg0)
{
}
});
addMouseMotionListener(new MouseMotionListener()
{
@Override
public void mouseDragged(MouseEvent e)
{
}
@Override
public void mouseMoved(MouseEvent e)
{
}
});
addKeyListener(new KeyListener()
{
@Override
public void keyPressed(KeyEvent e)
{
racquetClass.keyPressed(e);
}
@Override
public void keyReleased(KeyEvent e)
{
racquetClass.keyReleased(e);
}
@Override
public void keyTyped(KeyEvent e)
{
}
});
//This is needed to ensure that the keyboard will register properly and receive focus.
setFocusable(true);
ballClass = new Ball(this);
racquetClass = new Racquet(this);
}
public void move()
{
//ballClass.moveBall();
racquetClass.moveRacquet();
}
@Override
public void paint(Graphics g)
{
System.out.println("AnimationPanel paint method");
//This method clears the panel so it appears as if the circle is moving.
super.paint(g);
//Better version of Graphics.
Graphics2D g2d = (Graphics2D) g;
//This method turns antialiasing on, which cleans up the corners.
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
ballClass.paint(g2d);
racquetClass.paint(g2d);
}
public void gameOver()
{
System.out.println("Game over method");
JOptionPane.showMessageDialog(null, "Game Over", "Game Over", JOptionPane.YES_NO_OPTION);
System.exit(ABORT);
}
}
球"sprite":
package pongGame;
import java.awt.Graphics2D;
import java.awt.Rectangle;
public class Ball
{
int xCoordinate = 0;
int yCoordinate = 0;
//1 = right movement, -1 = left
int xDirection = 1;
int yDirection = 1;
private final static byte ballWidth = 30;
private final static byte ballHeight = 30;
private AnimationPanel panel;
public Ball(AnimationPanel panel)
{
this.panel = panel;
}
public void paint(Graphics2D g2d)
{
//This creates the actual circle with a specified width and height.
//Because super.paint(g) is called at the start, a new circle is created each time.
g2d.fillOval(xCoordinate, yCoordinate, ballWidth, ballHeight);
System.out.println("Ball paint method");
moveBall();
}
//What this method does is add 1 to the x and y coordinates each time it's called. However, getWidth() and getHeight() are used to determine the current panel size, not the frame size.
//Then, whatever the width and/or height is is subtracted so the circle does not completely disappear from view.
public void moveBall()
{
if (xCoordinate + xDirection < 0)
{
xDirection = 1;
}
else if (xCoordinate + xDirection > panel.getWidth() - ballWidth)
{
xDirection = -1;
}
if (yCoordinate + yDirection < 0)
{
yDirection = 1;
}
else if (yCoordinate + yDirection > panel.getHeight() - ballHeight)
{
System.out.println("Ball moveBall method");
panel.gameOver();
}
if (collision() == true)
{
yDirection = -1;
yCoordinate = panel.racquetClass.getPaddleHeight() - ballHeight;
}
xCoordinate = xCoordinate + xDirection;
yCoordinate = yCoordinate + yDirection;
}
public Rectangle getBounds()
{
return new Rectangle(xCoordinate, yCoordinate, ballWidth, ballHeight);
}
private boolean collision()
{
return panel.racquetClass.getBounds().intersects(getBounds());
}
}
最后,球拍 "sprite":
package pongGame;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
public class Racquet
{
private AnimationPanel panel;
private int xCoordinate = 0;
//0 = no movement, 1 is right, -1 is left.
private byte direction = 0;
//All of the following values are in pixels.
private final static byte PADDLE_OFFSET = 100;
private final static byte PADDLE_WIDTH = 120;
private final static byte PADDLE_HEIGHT = 10;
public Racquet(AnimationPanel panel)
{
this.panel = panel;
}
public void moveRacquet()
{
if (xCoordinate + direction > 0 && xCoordinate + direction < panel.getWidth()-60)
xCoordinate = xCoordinate + direction;
}
public void paint(Graphics2D g)
{
g.fillRect(xCoordinate, getPaddleHeight(), PADDLE_WIDTH, PADDLE_HEIGHT);
//move();
}
public void keyReleased(KeyEvent e)
{
direction = 0;
}
public void keyPressed(KeyEvent e)
{
if (e.getKeyCode() == KeyEvent.VK_LEFT)
direction = -1;
if (e.getKeyCode() == KeyEvent.VK_RIGHT)
direction = 1;
}
public Rectangle getBounds()
{
return new Rectangle(xCoordinate, getPaddleHeight(), PADDLE_WIDTH, PADDLE_HEIGHT);
}
public int getPaddleHeight()
{
return panel.getHeight() - PADDLE_OFFSET;
}
}
这可能有帮助也可能没有帮助,但这是我想用来打开游戏的启动器代码:
这是"main menu":
package GUI;
import javax.swing.*;
import painter.MainPainterGUI;
import java.awt.*;
import java.awt.event.*;
/**
* This class serves to create the launcher gui for the program.
* It extends JFrame.
* @author Jackson Murrell
*/
@SuppressWarnings("serial")
public class LauncherGUI extends JFrame implements ActionListener
{
//A couple constants that are used for sizing things.
private final short WINDOW_HEIGHT = 225;
private final short WINDOW_WIDTH = 550;
private final byte BLANK_SPACE = 25;
//Panels to use for adding in components.
JPanel textPanel, buttonPanel, mainPanel;
//Buttons for user input and selection.
JButton calculator, colorChooser, timer, exit, primeNumberTester, game, painter;
//A text label that will be used for giving the user
//instructions on the program.
JLabel textLabel;
//A constructor to create the GUI components when an object of this class is created.
public LauncherGUI()
{
//This call's the parent method's (JFrame) setTitle method.
super("Omni-program");
//These methods set various options for the JFrame.
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
setLocationRelativeTo(null);
textPanel = new JPanel();
buttonPanel = new JPanel();
mainPanel = new JPanel();
calculator = new JButton("Calculator");
colorChooser = new JButton("Color Chooser");
timer = new JButton("Timer");
primeNumberTester = new JButton("Prime Number Tester");
game = new JButton("Games");
exit = new JButton("Exit Launcher and Programs");
painter = new JButton("Painter");
calculator.addActionListener(this);
colorChooser.addActionListener(this);
timer.addActionListener(this);
exit.addActionListener(this);
primeNumberTester.addActionListener(this);
game.addActionListener(this);
painter.addActionListener(this);
textLabel = new JLabel("Welcome to the launcher! Click the button for the mini-program you would like to run.", 0);
textPanel.add(Box.createVerticalStrut(BLANK_SPACE));
textPanel.add(textLabel);
buttonPanel.add(calculator);
buttonPanel.add(colorChooser);
buttonPanel.add(timer);
buttonPanel.add(primeNumberTester);
buttonPanel.add(game);
buttonPanel.add(painter);
buttonPanel.add(exit);
mainPanel.setLayout(new GridLayout(2,1));
mainPanel.add(textPanel);
mainPanel.add(buttonPanel);
//mainPanel.add(Box.createVerticalStrut(BLANK_SPACE));
add(mainPanel);
//pack();
//Having this line at the end instead of the top ensures that once everything is added it is all set to be visible.
setVisible(true);
}
//This method is required since ActionListener is implemented.
//It will be used to process user input.
@Override
public void actionPerformed(ActionEvent e)
{
if (e.getSource() == calculator)
{
new CalculatorGUI();
dispose();
}
else if (e.getSource() == colorChooser)
{
new ColorChooserGUI();
dispose();
}
else if(e.getSource() == timer)
{
new TimerGUI();
dispose();
}
else if (e.getSource() == primeNumberTester)
{
new PrimeNumberTesterGUI();
dispose();
}
else if(e.getSource() == exit)
{
System.exit(0);
}
else if(e.getSource() == painter)
{
new MainPainterGUI();
dispose();
}
else if(e.getSource() == game)
{
new GameLauncherGUI();
dispose();
}
}
}
这是实际的游戏启动器:
package GUI;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import pongGame.PongMainGUI;
public class GameLauncherGUI extends JFrame implements ActionListener
{
//A couple constants that are used for sizing things.
private final short WINDOW_HEIGHT = 225;
private final short WINDOW_WIDTH = 550;
private JButton adventureGame, pong, back;
private JLabel label;
private JPanel mainPanel, buttonPanel, textPanel;
public GameLauncherGUI()
{
//This call's the parent method's (JFrame) setTitle method.
super("Omni-program");
//These methods set various options for the JFrame.
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
setLocationRelativeTo(null);
adventureGame = new JButton("Adventure Game (Broken)");
adventureGame.addActionListener(this);
pong = new JButton("Pong");
pong.addActionListener(this);
back = new JButton("Back");
back.addActionListener(this);
label = new JLabel("Click the button below for the game you wish to play,\nor click back to go to the previous screen.");
mainPanel = new JPanel();
buttonPanel = new JPanel();
textPanel = new JPanel();
textPanel.add(label);
buttonPanel.add(adventureGame);
buttonPanel.add(pong);
buttonPanel.add(back);
mainPanel.add(textPanel);
mainPanel.add(buttonPanel);
add(mainPanel);
//Having this line at the end instead of the top ensures that once everything is added it is all set to be visible.
setVisible(true);
}
@Override
public void actionPerformed(ActionEvent e)
{
if(e.getSource() == back)
{
new LauncherGUI();
dispose();
}
else if(e.getSource() == pong)
{
new PongMainGUI();
dispose();
}
}
}
main
和其他方法一样是静态方法,因此您可以从启动器中调用它:
PongMainGUI.main(null); // launch the pong game
但是请注意,为了避免很多麻烦,Swing组件必须从Event Dispatch Thread创建,如this example所示。因此,您应该将 main 方法的内容包装在 Runnable
中,然后使用 SwingUtilities.invokeLater()
.
启动它
但是(再次),通过这样做,您的 Thread.sleep(10)
将在 EDT 上 运行,再次阻止 GUI 响应。幸运的是,Swing 想到了这个问题并创建了一个名为 javax.swing.Timer
的实用程序,它 运行s 在 EDT 上定期执行任务(不会阻塞它):
public static void main(String args[])
{
SwingUtilities.invokeLater(new Runnable(){
public void run(){
new PongMainGUI();
Timer timer = new Timer(10, new ActionListener(){
public void actionPerformed(ActionEvent e){
System.out.println("PongMainGUI");
panel.repaint();
panel.move();
}
});
timer.start();
}
});
}
此 main()
方法将 运行 安全地独立运行,或从您的启动器。
我对线程有点陌生,所以请多多包涵。所有相关的 类 都将位于文本下方的一处,以便于参考。
背景故事:
我按照本教程创建了一个简单的类似乒乓球的游戏:http://www.edu4java.com/en/game/game1.html
一切都很完美,然后我进行了修改以更好地理解它是如何工作的。在教程中,有一个主要方法可以连续播放动画。根据教程作者的说法,Thread.sleep(10)
“...告诉处理器正在 运行 的线程必须休眠 10 毫秒,这允许处理器执行其他线程,特别是 AWT-EventQueue调用 paint 方法的线程。”
现在,我的问题是:
(只是为了好玩和练习Java,)我制作了一个"launcher",用于我制作的各种小程序和游戏。我还没有让乒乓球游戏在发射器内运行。如果 pong 框架内没有 main 方法,动画永远不会 运行s。我在下面的代码中留下了 main 方法,这样它就可以工作了。我将如何从 main 以外的地方启动动画?
代码如下:
框架和主要方法:
package pongGame;
import javax.swing.*;
public class PongMainGUI extends JFrame
{
private static final int WINDOW_WIDTH = 500;
private static final int WINDOW_HEIGHT = 800;
private static AnimationPanel panel;
public PongMainGUI()
{
//This line sets the title, and, since it calls the super constructor, it calls setTitle().
super("Pong!");
panel = new AnimationPanel(this);
//This method simply makes the screen appear in the center of whatever size screen you are using.
setLocationRelativeTo(null);
setSize(WINDOW_WIDTH,WINDOW_HEIGHT);
add(panel);
setVisible(true);
}
public static void main(String args[]) throws InterruptedException
{
new PongMainGUI();
while(true)
{
System.out.println("PongMainGUI");
panel.repaint();
panel.move();
Thread.sleep(10);
}
}
}
动画面板:
package pongGame;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.event.MouseInputListener;
@SuppressWarnings("serial")
public class AnimationPanel extends JPanel
{
PongMainGUI frame;
Ball ballClass;
Racquet racquetClass;
boolean bool = false;
public AnimationPanel(PongMainGUI frame)
{
this.frame = frame;
addMouseListener(new MouseListener()
{
@Override
public void mouseClicked(MouseEvent arg0)
{
}
@Override
public void mouseEntered(MouseEvent arg0)
{
}
@Override
public void mouseExited(MouseEvent arg0)
{
}
@Override
public void mousePressed(MouseEvent arg0)
{
}
@Override
public void mouseReleased(MouseEvent arg0)
{
}
});
addMouseMotionListener(new MouseMotionListener()
{
@Override
public void mouseDragged(MouseEvent e)
{
}
@Override
public void mouseMoved(MouseEvent e)
{
}
});
addKeyListener(new KeyListener()
{
@Override
public void keyPressed(KeyEvent e)
{
racquetClass.keyPressed(e);
}
@Override
public void keyReleased(KeyEvent e)
{
racquetClass.keyReleased(e);
}
@Override
public void keyTyped(KeyEvent e)
{
}
});
//This is needed to ensure that the keyboard will register properly and receive focus.
setFocusable(true);
ballClass = new Ball(this);
racquetClass = new Racquet(this);
}
public void move()
{
//ballClass.moveBall();
racquetClass.moveRacquet();
}
@Override
public void paint(Graphics g)
{
System.out.println("AnimationPanel paint method");
//This method clears the panel so it appears as if the circle is moving.
super.paint(g);
//Better version of Graphics.
Graphics2D g2d = (Graphics2D) g;
//This method turns antialiasing on, which cleans up the corners.
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
ballClass.paint(g2d);
racquetClass.paint(g2d);
}
public void gameOver()
{
System.out.println("Game over method");
JOptionPane.showMessageDialog(null, "Game Over", "Game Over", JOptionPane.YES_NO_OPTION);
System.exit(ABORT);
}
}
球"sprite":
package pongGame;
import java.awt.Graphics2D;
import java.awt.Rectangle;
public class Ball
{
int xCoordinate = 0;
int yCoordinate = 0;
//1 = right movement, -1 = left
int xDirection = 1;
int yDirection = 1;
private final static byte ballWidth = 30;
private final static byte ballHeight = 30;
private AnimationPanel panel;
public Ball(AnimationPanel panel)
{
this.panel = panel;
}
public void paint(Graphics2D g2d)
{
//This creates the actual circle with a specified width and height.
//Because super.paint(g) is called at the start, a new circle is created each time.
g2d.fillOval(xCoordinate, yCoordinate, ballWidth, ballHeight);
System.out.println("Ball paint method");
moveBall();
}
//What this method does is add 1 to the x and y coordinates each time it's called. However, getWidth() and getHeight() are used to determine the current panel size, not the frame size.
//Then, whatever the width and/or height is is subtracted so the circle does not completely disappear from view.
public void moveBall()
{
if (xCoordinate + xDirection < 0)
{
xDirection = 1;
}
else if (xCoordinate + xDirection > panel.getWidth() - ballWidth)
{
xDirection = -1;
}
if (yCoordinate + yDirection < 0)
{
yDirection = 1;
}
else if (yCoordinate + yDirection > panel.getHeight() - ballHeight)
{
System.out.println("Ball moveBall method");
panel.gameOver();
}
if (collision() == true)
{
yDirection = -1;
yCoordinate = panel.racquetClass.getPaddleHeight() - ballHeight;
}
xCoordinate = xCoordinate + xDirection;
yCoordinate = yCoordinate + yDirection;
}
public Rectangle getBounds()
{
return new Rectangle(xCoordinate, yCoordinate, ballWidth, ballHeight);
}
private boolean collision()
{
return panel.racquetClass.getBounds().intersects(getBounds());
}
}
最后,球拍 "sprite":
package pongGame;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
public class Racquet
{
private AnimationPanel panel;
private int xCoordinate = 0;
//0 = no movement, 1 is right, -1 is left.
private byte direction = 0;
//All of the following values are in pixels.
private final static byte PADDLE_OFFSET = 100;
private final static byte PADDLE_WIDTH = 120;
private final static byte PADDLE_HEIGHT = 10;
public Racquet(AnimationPanel panel)
{
this.panel = panel;
}
public void moveRacquet()
{
if (xCoordinate + direction > 0 && xCoordinate + direction < panel.getWidth()-60)
xCoordinate = xCoordinate + direction;
}
public void paint(Graphics2D g)
{
g.fillRect(xCoordinate, getPaddleHeight(), PADDLE_WIDTH, PADDLE_HEIGHT);
//move();
}
public void keyReleased(KeyEvent e)
{
direction = 0;
}
public void keyPressed(KeyEvent e)
{
if (e.getKeyCode() == KeyEvent.VK_LEFT)
direction = -1;
if (e.getKeyCode() == KeyEvent.VK_RIGHT)
direction = 1;
}
public Rectangle getBounds()
{
return new Rectangle(xCoordinate, getPaddleHeight(), PADDLE_WIDTH, PADDLE_HEIGHT);
}
public int getPaddleHeight()
{
return panel.getHeight() - PADDLE_OFFSET;
}
}
这可能有帮助也可能没有帮助,但这是我想用来打开游戏的启动器代码:
这是"main menu":
package GUI;
import javax.swing.*;
import painter.MainPainterGUI;
import java.awt.*;
import java.awt.event.*;
/**
* This class serves to create the launcher gui for the program.
* It extends JFrame.
* @author Jackson Murrell
*/
@SuppressWarnings("serial")
public class LauncherGUI extends JFrame implements ActionListener
{
//A couple constants that are used for sizing things.
private final short WINDOW_HEIGHT = 225;
private final short WINDOW_WIDTH = 550;
private final byte BLANK_SPACE = 25;
//Panels to use for adding in components.
JPanel textPanel, buttonPanel, mainPanel;
//Buttons for user input and selection.
JButton calculator, colorChooser, timer, exit, primeNumberTester, game, painter;
//A text label that will be used for giving the user
//instructions on the program.
JLabel textLabel;
//A constructor to create the GUI components when an object of this class is created.
public LauncherGUI()
{
//This call's the parent method's (JFrame) setTitle method.
super("Omni-program");
//These methods set various options for the JFrame.
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
setLocationRelativeTo(null);
textPanel = new JPanel();
buttonPanel = new JPanel();
mainPanel = new JPanel();
calculator = new JButton("Calculator");
colorChooser = new JButton("Color Chooser");
timer = new JButton("Timer");
primeNumberTester = new JButton("Prime Number Tester");
game = new JButton("Games");
exit = new JButton("Exit Launcher and Programs");
painter = new JButton("Painter");
calculator.addActionListener(this);
colorChooser.addActionListener(this);
timer.addActionListener(this);
exit.addActionListener(this);
primeNumberTester.addActionListener(this);
game.addActionListener(this);
painter.addActionListener(this);
textLabel = new JLabel("Welcome to the launcher! Click the button for the mini-program you would like to run.", 0);
textPanel.add(Box.createVerticalStrut(BLANK_SPACE));
textPanel.add(textLabel);
buttonPanel.add(calculator);
buttonPanel.add(colorChooser);
buttonPanel.add(timer);
buttonPanel.add(primeNumberTester);
buttonPanel.add(game);
buttonPanel.add(painter);
buttonPanel.add(exit);
mainPanel.setLayout(new GridLayout(2,1));
mainPanel.add(textPanel);
mainPanel.add(buttonPanel);
//mainPanel.add(Box.createVerticalStrut(BLANK_SPACE));
add(mainPanel);
//pack();
//Having this line at the end instead of the top ensures that once everything is added it is all set to be visible.
setVisible(true);
}
//This method is required since ActionListener is implemented.
//It will be used to process user input.
@Override
public void actionPerformed(ActionEvent e)
{
if (e.getSource() == calculator)
{
new CalculatorGUI();
dispose();
}
else if (e.getSource() == colorChooser)
{
new ColorChooserGUI();
dispose();
}
else if(e.getSource() == timer)
{
new TimerGUI();
dispose();
}
else if (e.getSource() == primeNumberTester)
{
new PrimeNumberTesterGUI();
dispose();
}
else if(e.getSource() == exit)
{
System.exit(0);
}
else if(e.getSource() == painter)
{
new MainPainterGUI();
dispose();
}
else if(e.getSource() == game)
{
new GameLauncherGUI();
dispose();
}
}
}
这是实际的游戏启动器:
package GUI;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import pongGame.PongMainGUI;
public class GameLauncherGUI extends JFrame implements ActionListener
{
//A couple constants that are used for sizing things.
private final short WINDOW_HEIGHT = 225;
private final short WINDOW_WIDTH = 550;
private JButton adventureGame, pong, back;
private JLabel label;
private JPanel mainPanel, buttonPanel, textPanel;
public GameLauncherGUI()
{
//This call's the parent method's (JFrame) setTitle method.
super("Omni-program");
//These methods set various options for the JFrame.
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
setLocationRelativeTo(null);
adventureGame = new JButton("Adventure Game (Broken)");
adventureGame.addActionListener(this);
pong = new JButton("Pong");
pong.addActionListener(this);
back = new JButton("Back");
back.addActionListener(this);
label = new JLabel("Click the button below for the game you wish to play,\nor click back to go to the previous screen.");
mainPanel = new JPanel();
buttonPanel = new JPanel();
textPanel = new JPanel();
textPanel.add(label);
buttonPanel.add(adventureGame);
buttonPanel.add(pong);
buttonPanel.add(back);
mainPanel.add(textPanel);
mainPanel.add(buttonPanel);
add(mainPanel);
//Having this line at the end instead of the top ensures that once everything is added it is all set to be visible.
setVisible(true);
}
@Override
public void actionPerformed(ActionEvent e)
{
if(e.getSource() == back)
{
new LauncherGUI();
dispose();
}
else if(e.getSource() == pong)
{
new PongMainGUI();
dispose();
}
}
}
main
和其他方法一样是静态方法,因此您可以从启动器中调用它:
PongMainGUI.main(null); // launch the pong game
但是请注意,为了避免很多麻烦,Swing组件必须从Event Dispatch Thread创建,如this example所示。因此,您应该将 main 方法的内容包装在 Runnable
中,然后使用 SwingUtilities.invokeLater()
.
但是(再次),通过这样做,您的 Thread.sleep(10)
将在 EDT 上 运行,再次阻止 GUI 响应。幸运的是,Swing 想到了这个问题并创建了一个名为 javax.swing.Timer
的实用程序,它 运行s 在 EDT 上定期执行任务(不会阻塞它):
public static void main(String args[])
{
SwingUtilities.invokeLater(new Runnable(){
public void run(){
new PongMainGUI();
Timer timer = new Timer(10, new ActionListener(){
public void actionPerformed(ActionEvent e){
System.out.println("PongMainGUI");
panel.repaint();
panel.move();
}
});
timer.start();
}
});
}
此 main()
方法将 运行 安全地独立运行,或从您的启动器。