我刚刚加入了这个很棒的社区,但很遗憾,我承认我在这里的第一篇文章与一个痛苦的bug有关。当我在做作业时,这是一个突破性的oop uni项目,我遇到了许多错误。到目前为止的故事:
我必须创建一个继承了JButton功能的抽象Brick类,该类支持一个抽象方法,我将其称为brickSpecialAction(),由各种Brick子类(小丑砖,随机砖,彩色砖)实现。
我还必须创建一个Grid类,该类继承JFrame并添加游戏的棋盘功能,并在用户无可用动作且超出得分阈值时将功能扩展到更改级别,每次按下时都像ActionListener一样其中一块砖,依此类推
除了这些类之外,我还有一些次要类,例如Levels,它们支持游戏,但到目前为止并没有做任何戏剧性的事情或与该错误有关的任何事情。
错误的出处:在制作第一个Brick子类ColourBrick时,它具有一些背景色,我必须提供brickSpecialAction方法的实现,每次我都会由侦听器类(Grid)调用该方法。按那种砖头。现在首先,该方法用空指针异常折磨了我可怜的灵魂。在对代码进行了进一步的研究和改进之后,我想出了一个可行的解决方案,但实际上,这只是造成更大混乱的原因:它无法正确执行,并且给我留下了StackOverflowError。
到目前为止的课程:
基本砖类
package gr.teicrete.epp.ooplab.brickbreaker;
import java.awt.Color;
import java.awt.Container;
import java.awt.Point;
import javax.swing.JButton;
import javax.swing.JFrame;
/**
* The Brick class will provide general functionality to our bricks.
*
* @author Fokis
*/
public abstract class Brick extends JButton{
private Point brickPosition; // The brick's position
private Container cont;
/**
* The Brick constructor used to initialize the bricks. Not really used as
* we cannot instantiate the brick class, being abstract and such.
*
* @param posx The brick's x position
* @param posy The brick's y position
*/
public Brick(int posx, int posy) {
this.brickPosition = new Point(posx, posy);
this.setVisible(true);
}
/**
* The public accessor method to the brick's position
* @return The brick's position
*/
public Point getBrickPosition() {
return this.brickPosition;
}
/**
* The public accessor method to the brick's container.
*
* @return The grid's container.
*/
public Grid getContainer() {
return (Grid) this.cont;
}
public abstract int brickSpecialAction(Brick brickie);
}
基本的ColourBrick类:
package gr.teicrete.epp.ooplab.brickbreaker;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Point;
import java.awt.event.MouseEvent;
import java.util.Random;
/**
* The ColourBrick class provides functionality to the colourful bricks.
*
* @author Fokis
*/
public class ColourBrick extends Brick {
/**
* The constructor used to initialize our colour bricks.
*
* @param posx The x position of the brick. Used for indexing later.
* @param posy The y position of the brick. Used for indexing later.
* @param seed The seed to the random number generator, so as to pick
* colours available at each level.
*/
public ColourBrick(int posx, int posy, int seed) {
super(posx, posy);
this.setBackground(this.pickColour(seed));
this.setPreferredSize(new Dimension(50, 44));
}
/**
* Public method used to initialise our bricks with a colour.
*
* @param seed the initial seed we provide to the random number generator
* @return The color of the brick to be initialized.
*/
public Color pickColour(int seed) {
Random randomColour = new Random(); // A random object, for RNG
Color assignedColor; // Used to store the color we picked
int potentialColour = randomColour.nextInt(seed); // Picking a random num
switch (potentialColour) {
case 0:
assignedColor = Color.RED;
break;
case 1:
assignedColor = Color.CYAN;
break;
case 2:
assignedColor = Color.GREEN;
break;
case 3:
assignedColor = Color.YELLOW;
break;
case 4:
assignedColor = Color.PINK;
break;
case 5:
assignedColor = Color.MAGENTA;
break;
case 6:
assignedColor = Color.BLACK;
break;
case 7:
assignedColor = Color.ORANGE;
break;
case 8:
assignedColor = Color.GREEN;
break;
default:
// Not really needed, but we provide it to ensure that the compiler
// won't argue that assignedColor might be uninitialized
assignedColor = null;
}
return assignedColor;
}
/**
* The method used to destroy the bricks that we click on.
*
* @param brickie Used for the recursive calls of the method.
* @return The total number of bricks destroyed.
*/
@Override
public int brickSpecialAction(Brick brickie) {
int totalRemovedBricks = 0; // Used to calculate the total number of removed bricks
this.setVisible(false); // Making it invisible
totalRemovedBricks++; // Counting it as a brick destroyed, in order to calculate the score later
Grid omnigrid = (Grid) this.getTopLevelAncestor();
Point brickPosition = this.getBrickPosition();
for (int i = 0; i < 4; i++) {
switch (i) {
case 0:
// Checking to see if the brick above the one we have now has the same colour as the one we are in now
if (omnigrid.getBrickByXAndY(brickPosition.x, brickPosition.y + 1).getBackground().equals(this.getBackground())) {
totalRemovedBricks += brickSpecialAction(omnigrid.getBrickByXAndY(brickPosition.x, brickPosition. y + 1));
}
break;
case 1:
// Checking to see if the brick beyond the one that we have now has the same colour as the one we are in now
if (omnigrid.getBrickByXAndY(brickPosition.x, brickPosition.y - 1).getBackground().equals(this.getBackground())) {
totalRemovedBricks += brickSpecialAction(omnigrid.getBrickByXAndY(brickPosition.x, brickPosition.y - 1));
}
break;
case 2:
// Checking to see if the brick on the left of the one we have now has the same colour as the one we are in now
if (omnigrid.getBrickByXAndY(brickPosition.x - 1, brickPosition.y).getBackground().equals(this.getBackground())) {
totalRemovedBricks += brickSpecialAction(omnigrid.getBrickByXAndY(brickPosition.x - 1, brickPosition.y));
}
break;
case 3:
// Checking to see if the brick on the right of the one we have now has the same colour as the one we are in now
if (omnigrid.getBrickByXAndY(brickPosition.x + 1, brickPosition.y).getBackground().equals(this.getBackground())) {
totalRemovedBricks += brickSpecialAction(omnigrid.getBrickByXAndY(brickPosition.x + 1, brickPosition.y));
}
break;
}
}
return totalRemovedBricks; // returning the total ammount of bricks destroyed used to calculate the score later
}
}
和网格类:
package gr.teicrete.epp.ooplab.brickbreaker;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
/**
* The Grid class will provide objects that will be used as our board for the
* game.
*
* @author Fokis
*/
public class Grid extends JFrame implements ActionListener {
private Levels currentLevel; // A reference to the current level
private int generalHiscore; // A variable storing the current HiScore
private float currentScore = 0.0f; // A variable storing the current Score
private int levelsElevated = 1; // A variable used to store the levels the player has elevated each time
private boolean changed;
private String playerName; // A variable used to store the current player's name
/**
* The Grid constructor. Pretty much handles everything. From initialising
* player score to filling the grid with bricks.
*
* @param playerName The current player's name.
*/
public Grid(String playerName) {
super();
this.currentLevel = new Levels(levelsElevated);
this.generalHiscore = 0;
this.currentScore = 0;
this.playerName = playerName;
this.setLayout(new GridLayout(currentLevel.getLevelRows(), currentLevel.getLevelColumns()));
initialize();
pack();
this.setVisible(true);
this.setTitle("Player name: " + playerName + " Current Score: " + currentScore + " Hiscore: " + currentLevel.getHiScore()); // To be reviewed.
this.setDefaultCloseOperation(Grid.EXIT_ON_CLOSE);
}
/**
* The method that will be invoked everytime we need to change the level
*
* @return Whether or not the method was successful.
*/
public boolean changeLevel() {
levelsElevated++;
this.currentLevel = new Levels(levelsElevated);
this.setLayout(new GridLayout(currentLevel.getLevelRows(), currentLevel.getLevelColumns()));
return true;
}
/**
* The method that will be invoked everytime we need to see if the game
* should change level, or if the player lost.
*/
public void checkState() {
if (hasAvailableMoves() == false && isAboveScoreThreshold() == true) {
changed = changeLevel();
} else if (hasAvailableMoves() == false && isAboveScoreThreshold() == false) {
System.out.println("What a pity. You lost.");
}
}
/**
* The method that will be used to calculate the score.
*
* @param removedBricks The total number of bricks removed each time. Used
* to actually calculate the score.
* @return The player's current score.
*/
public float calculateScore(int removedBricks) {
if (removedBricks <= 4) {
currentScore += removedBricks;
} else if (removedBricks >= 5 && removedBricks <= 12) {
currentScore += (removedBricks * 1.5);
} else {
currentScore += 2 * removedBricks;
}
if (currentScore > currentLevel.getHiScore()) {
currentLevel.setHiScore(currentScore);
}
return currentScore;
}
/**
* The method that will be used to check if the player is above each level's
* winning score threshold.
*
* @return The current state of the player's score.
*/
public boolean isAboveScoreThreshold() {
if (currentScore >= currentLevel.getLevelRequiredScore()) {
return true;
} else {
return false;
}
}
/**
* The method that will be used to check if the player has available moves
* left. Will later be used to check whether or not we should change level.
* NOT YET IMPLEMENTED.
*
* @return Whether or not the player has available moves left
*/
public boolean hasAvailableMoves() {
return true;
}
/**
* The method that will be invoked everytime we need to parse one of the
* bricks.
*
* @param x The x position of the brick
* @param y The y position of the brick
* @return The brick that we want to manipulate.
*/
public Brick getBrickByXAndY(int x, int y) {
return (Brick) this.getContentPane().getComponent((y * this.currentLevel.getLevelRows()) + x);
}
/**
* The method that will be invoked to actually fill our Grid with bricks.
*/
public void initialize() {
int acceptedBricks; // To be used for calculation of acceptedBricks
for (acceptedBricks = 0; acceptedBricks < currentLevel.getLevelTotalBricks(); acceptedBricks++) {
for (int x = 1; x <= currentLevel.getLevelRows(); x++) {
for (int y = 1; y <= currentLevel.getLevelColumns(); y++) {
Brick newBrick = new ColourBrick(x, y, currentLevel.getLevelAvailableColours());
newBrick.addActionListener(this);
this.add(newBrick);
acceptedBricks++;
}
}
}
}
@Override
public void actionPerformed(ActionEvent evt) {
Brick brickClicked = (Brick) evt.getSource();
calculateScore(brickClicked.brickSpecialAction(brickClicked));
this.setTitle("Player name: " + playerName + " Current Score: " + currentScore + " Hiscore: " + currentLevel.getHiScore());
this.checkState();
}
}
重要提示:我并不是很便宜,可以要求其他人解决该项目或问题,我只想让别人向我解释为什么会有这个错误。之后,我将尝试单独解决此问题。但是请帮帮我。我已经努力了。
编辑:堆栈跟踪:
Exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError
at java.awt.Component.isVisible_NoClientCode(Component.java:1288)
at java.awt.Component.isVisible(Component.java:1285)
at javax.swing.JComponent.setVisible(JComponent.java:2639)
at gr.teicrete.epp.ooplab.brickbreaker.ColourBrick.brickSpecialAction(ColourBrick.java:90)
at gr.teicrete.epp.ooplab.brickbreaker.ColourBrick.brickSpecialAction(ColourBrick.java:101)
at gr.teicrete.epp.ooplab.brickbreaker.ColourBrick.brickSpecialAction(ColourBrick.java:101)
at gr.teicrete.epp.ooplab.brickbreaker.ColourBrick.brickSpecialAction(ColourBrick.java:101)
at gr.teicrete.epp.ooplab.brickbreaker.ColourBrick.brickSpecialAction(ColourBrick.java:101)
at gr.teicrete.epp.ooplab.brickbreaker.ColourBrick.brickSpecialAction(ColourBrick.java:101)
at gr.teicrete.epp.ooplab.brickbreaker.ColourBrick.brickSpecialAction(ColourBrick.java:101)
at gr.teicrete.epp.ooplab.brickbreaker.ColourBrick.brickSpecialAction(ColourBrick.java:101)
at gr.teicrete.epp.ooplab.brickbreaker.ColourBrick.brickSpecialAction(ColourBrick.java:101)
at gr.teicrete.epp.ooplab.brickbreaker.ColourBrick.brickSpecialAction(ColourBrick.java:101)
at
而且它像这样一直在不断变化。
最佳答案
之所以出现此问题,是因为您检查上方的块是否具有相同的颜色,如果是,则重复相同的逻辑,并且该逻辑正在检查下方的块是否具有相同的颜色,如果是,则重复相同的逻辑。因此,如果顶部的块与底部的块具有相同的颜色,则它会来回跳动,直到出现堆栈溢出为止。可能在检查时删除了这些块,或者做出一些标记来表示它们已经被标记为要去除,并更改逻辑来进行检查,而不是无限地进行补救。
我猜您的代码还有其他问题,但这可能会让您克服当前的错误...
public int brickSpecialAction(Brick brickie) {
int totalRemovedBricks = 0; // Used to calculate the total number of removed bricks
if (!this.isVisible) //Or whatever you can check to see if you have set this invisible already
return; // You've already executed on this block
this.setVisible(false); // Making it invisible