我正在制作一个跳棋游戏,以帮助我学习Java的GUI。我正在使用JLayeredPane boardAndPieces来容纳2个JPanels:board和boardPiecesPanel。 board可以容纳另外两个JPanels:boardPanel和boardButtonPanel。 boardPanel是跳棋游戏板,据我所知,到目前为止没有任何问题。 boardButtonPanel拥有几个用于播放的按钮,但也不应该引起问题。以下是相关代码:
`
boardAndPieces = new JLayeredPane();//a layered pane to hold the pieces and board panels
board = new JPanel(new BorderLayout());//A panel to hold the board and buttons
boardPanel = new JPanel(new GridLayout(8, 8));//the checker board. Within the JPanel board
boardPiecesPanel = new JPanel(new GridLayout(8,8));//The panel that will hold the pieces
board.add(boardPanel, BorderLayout.NORTH);
boardButtonPanel = new JPanel(new GridLayout(1, 3));//holds the buttons used for play. Within the JPanel board
board.add(boardButtonPanel, BorderLayout.SOUTH);
//...add to the board in this space. This works fine
boardAndPieces.add(board, Integer.valueOf(1));
boardAndPieces.add(boardPiecesPanel, Integer.valueOf(2));
//Draw initial pieces
boardPiecesPanel.add(new RedPieceDrawer);
//Class RedPieceDrawer looks like this:
class RedPieceDrawer extends JPanel {
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.red);
g.drawOval(30, 30, 40, 40);
}
}
`
使用此代码,将显示按钮和棋盘格,但不会出现圆圈或boardPiecesPanel中的任何内容。
最佳答案
有许多基本问题...
您的RedPieceDrawer
没有任何大小调整提示,这些提示使布局管理器可以决定如何最好地布局此组件
默认情况下,JLayeredPane
根本不使用布局管理器,这意味着当您向其中添加组件时,它们没有初始大小,这意味着不会渲染
使用当前的方法,首先将棋盘格放置在板上也会遇到问题。
更好的方法可能是简单地创建一系列用作单元的面板,然后直接将游戏片段add
直接...
例如
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.RenderingHints;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Checkers {
public static void main(String[] args) {
new Checkers();
}
private JPanel[] cells;
public Checkers() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new GridLayout(8, 8));
cells = new JPanel[8 * 8];
int col = 0;
int counter = 0;
for (int index = 0; index < cells.length; index++) {
JPanel panel = new JPanel(new BorderLayout());
cells[index] = panel;
panel.setPreferredSize(new Dimension(40, 40));
panel.setMinimumSize(panel.getPreferredSize());
if (counter % 2 == 0) {
panel.setBackground(Color.BLACK);
} else {
panel.setBackground(Color.WHITE);
}
frame.add(panel);
counter++;
col++;
if (col > 7) {
counter++;
col = 0;
}
}
int row = 3;
col = 4;
int cell = (row * 8) + col;
cells[cell].add(new GamePiece(Color.RED));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class GamePiece extends JPanel {
public GamePiece(Color color) {
setOpaque(false);
setBackground(color);
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
int dim = Math.max(getWidth() - 4, getHeight() - 4);
int x = (getWidth() - dim) / 2;
int y = (getHeight() - dim) / 2;
g2d.setColor(getBackground());
g2d.fillOval(x, y, dim, dim);
g2d.dispose();
}
}
}
现在,如果您不打算进行单元格转换,则可以改用二维数组。
我也很想在每个面板和/或游戏部件上使用单个
MouseListener
,以便您可以管理用户交互...