我正在用Java行使一些OOP。

我只想编写带有一些图形对象的游戏,但想通过一些类来构造它。

总体布局应如下所示:

MainClass->新的MainPanel(扩展JPanel)->新的StartWindow(扩展包含Gameloop的抽象GameWindow)

这样,我应该能够创建StartWindow,Level1Window,Level2Window等。
现在,我的StartWindow应该为第一级绘制布局。
StartWindow将创建其他对象(Player,Enemy等),这些对象以后将负责自己绘制。

所以我想创建类似“每个对象都负责绘制自身”的内容

我希望我能弄清楚它应该如何工作。
问题是,我不知道如何下达此任务。

目前,我的代码如下所示:

public class MainClass extends JFrame implements ActionListener {
    //..... other stuff
    public MainClass () {
        MainPanel mainPanel = new MainPanel();
    }
    //.... other stuff
}


class MainPanel extends JPanel {

    private GameWindow currentWindow;

    public MainPanel () {
        currentWindow = new StartWindow(this);
    }

    public void paintComponent(Graphics g) {
        g.drawRect (10, 10, 200, 200);  // <-- can see on the window
    }
}


abstract class GameWindow {
    // contains game loop and update functions and so on
}


public class StartWindow extends GameWindow {

    GamePanel _parentWindow;

    public StartWindow(GamePanel parentWindow) {
        super();
        _parentWindow = parentWindow;
    }

    public void paintComponent(Graphics g) {
        //Does not work
        g.drawRect (20, 20, 100, 100);
    }
}

“_parentWindow”包含MainPanel,因此我应该具有在其Panel上绘制所需的所有信息,我只是想不出如何做。

编辑:
最小示例多数民众赞成在工作:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;

public class MainClass extends JFrame implements ActionListener {

public static void main(String[] args)
   {
       System.out.println("Program Window1");
       MainClass glt = new MainClass();
       glt.setVisible(true);
   }

//..... other stuff
public MainClass () {
    super("Fixed Timestep Game Loop Test");
    Container cp = getContentPane();
    cp.setLayout(new BorderLayout());
    JPanel p = new JPanel();
    p.setLayout(new GridLayout(1,2));



    System.out.println("Program Window2");
    MainPanel gamePanel= new MainPanel();

    cp.add(gamePanel, BorderLayout.CENTER);
    cp.add(p, BorderLayout.SOUTH);
    setSize(500, 500);
}
//.... other stuff

@Override
public void actionPerformed(ActionEvent arg0) {
    // TODO Auto-generated method stub

}
}


class MainPanel extends JPanel {

private GameWindow currentWindow;

public MainPanel () {
    currentWindow = new StartWindow(this);
}

public void paintComponent(Graphics g) {
    g.drawRect (0, 0, 200, 200);  // <-- can see on the window
}
}


abstract class GameWindow {
// contains game loop and update functions and so on
}


class StartWindow extends GameWindow {

MainPanel _parentWindow;

public StartWindow(MainPanel parentWindow) {
    super();
    _parentWindow = parentWindow;
}

public void paintComponent(Graphics g) {
    //Does not work
    g.drawRect (20, 20, 100, 100);
}
}

最佳答案

我会在主图JComponent中绘制精灵,例如,

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;

public class MainClass extends JFrame implements ActionListener {

    public static void main(String[] args) {
        System.out.println("Program Window1");
        MainClass glt = new MainClass();
        glt.setVisible(true);
    }

    // ..... other stuff
    public MainClass() {
        super("Fixed Timestep Game Loop Test");
        setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
        Container cp = getContentPane();
        cp.setLayout(new BorderLayout());
        JPanel p = new JPanel();
        p.setLayout(new GridLayout(1, 2));

        System.out.println("Program Window2");
        MainPanel gamePanel = new MainPanel();

        cp.add(gamePanel, BorderLayout.CENTER);
        cp.add(p, BorderLayout.SOUTH);
        setSize(500, 500);
    }

    // .... other stuff

    @Override
    public void actionPerformed(ActionEvent arg0) {
        // TODO Auto-generated method stub

    }
}

class MainPanel extends JPanel {

    private GameWindow currentWindow;

    public MainPanel() {
        currentWindow = new StartWindow(this);
    }

//    public void paintComponent(Graphics g) {
//        g.drawRect(0, 0, 200, 200); // <-- can see on the window
//    }

    // this should be protected, not public and should call super method
    @Override
    protected void paintComponent(Graphics g) {
        super.paintComponent(g);
        g.drawRect(0, 0, 200, 200); // <-- can see on the window
        currentWindow.draw(g);
    }
}

interface Drawable {
    void draw(Graphics g);
}

abstract class GameWindow implements Drawable {
    // contains game loop and update functions and so on
}

class StartWindow extends GameWindow {

    MainPanel _parentWindow;

    public StartWindow(MainPanel parentWindow) {
        super();
        _parentWindow = parentWindow;
    }

    @Override
    public void draw(Graphics g) {
        g.setColor(Color.red);
        g.drawRect(20, 20, 100, 100);
    }
}

但是我再次重申,游戏循环不应该被继承,而应该传递其引用。通过组合而不是继承进行扩展。

甚至更好的是,让您的模型类实现一个接口,例如:
public interface Tickable {
    void tick(int deltaTime);
}

然后,主模型会保存一个诸如List<Tickable>的集合,并且每次游戏循环滴答作响时,它都会循环访问列表,并在列表中的每个项目上调用tick(...)

07-25 22:09