如何将同一运动图像多次画画吗? [英] How do I draw the same moving image multiple times?
问题描述
你好,我正在做一个成熟的游戏,当你preSS空间的字符射击是在屏幕上移动的火球,但是当你preSS空间再次火球的坐标设置回玩家的坐标,而不是绘制另一个火球这就是我想要的。
进口java.awt中的*。
进口的javax.swing *。公共类火灾继承JPanel {
图片火球;
私人INT X = 155000,Y = 155000;
Player播放器=新播放器();公共无效漆(图形G){
g.drawImage(火球,X,Y,NULL);
}公共消防(){
}公共无效更新(){
火球=新的ImageIcon(C:\\\\ \\\\用户\\\\ steven.greens10桌面\\\\ \\\\程序原始的Java平台\\\\ \\\\ \\\\资源fireball.png)。的getImage();
X + = 5;
如果(X GT; 640){
X = 155000;
}
}公共无效拍(玩家P){
X = p.getX();
Y = p.getY();
重绘();
}}
@KevinWorkman是正确的。你需要某种形式的数据结构来保存火球。在下面的例子中我用火球
的列表
。
列表<&火球GT;火球;
...
私有类火球{ 图片火球;
INT X = 150;
INT Y = 125; 公共火球(形象画像){
火球=图像;
} 公共无效drawFireball(图形G){
g.drawImage(火球,X,Y,50,50,NULL);
}
}
要画他们,我只是遍历它们。为了让他们继续前进我只是营养不良的人口增加了定时器的x值,并调用重绘
@覆盖
保护无效paintComponent(图形G){
super.paintComponent方法(G);
...
对于(火球球:火球){
ball.drawFireball(G);
}
}
下面是完整的code
进口java.awt中的*。
java.awt.event中导入*。
进口java.awt.image.BufferedImage中;
进口java.io.IOException异常;
进口的java.net.URL;
进口的java.util。*;
进口的java.util.List;
导入java.util.logging的*。
进口javax.imageio.ImageIO中;
进口的javax.swing *。
进口javax.swing.Timer中;公共类WannaBeStreetFighter继承JPanel { 私有静态最终诠释D_W = 700;
私有静态最终诠释D_H = 250;
私有静态最终诠释X_INC = 10; 清单<&火球GT;火球;
刘某的BufferedImage;
火球的BufferedImage;
背景的BufferedImage; 公共WannaBeStreetFighter(){ 尝试{
刘某= ImageIO.read(新URL(\"http://www.sirlin.net/storage/street_fighter/ryu_hadoken_pose.png?__SQUARESPACE_CACHEVERSION=1226531909576\"));
背景= ImageIO.read(新URL(http://fightingstreet.com/folders/variousinfofolder/ehondasbath/hondasfz3stage.gif));
火球= ImageIO.read(新URL(http://farm6.staticflickr.com/5480/12297371495_ec19ded155_o.png));
}赶上(IOException异常前){
。Logger.getLogger(WannaBeStreetFighter.class.getName())日志(Level.SEVERE,空,前);
} 火球=新的LinkedList<>(); 定时器定时器=新定时器(40,新的ActionListener(){
@覆盖
公共无效的actionPerformed(ActionEvent的五){
迭代器<&火球GT;它= fireBalls.iterator();
而(it.hasNext()){
火球球= it.next();
如果(ball.x> D_W){
it.remove();
的System.out.println(fireBalls.size());
}其他{
ball.x + = X_INC;
重绘();
}
}
}
});
timer.start(); InputMap中的InputMap = getInputMap中(JComponent.WHEN_IN_FOCUSED_WINDOW);
inputMap.put(KeyStroke.getKeyStroke(空格),hadouken);
getActionMap()。把(hadouken,新AbstractAction(){
@覆盖
公共无效的actionPerformed(ActionEvent的五){
fireBalls.add(新火球(火球));
}
}); } @覆盖
保护无效paintComponent(图形G){
super.paintComponent方法(G);
g.drawImage(背景,0,0,D_W,D_H,本);
g.drawImage(刘某,50,125,150,115,这一点);
对于(火球球:火球){
ball.drawFireball(G);
}
} @覆盖
公共尺寸的get preferredSize(){
返回新的Dimension(D_W,D_H);
} 私有类火球{ 图片火球;
INT X = 150;
INT Y = 125; 公共火球(形象画像){
火球=图像;
} 公共无效drawFireball(图形G){
g.drawImage(火球,X,Y,75,50,NULL);
}
} 公共静态无效的主要(字串[] args){
SwingUtilities.invokeLater(Runnable的新(){
公共无效的run(){
JFrame的帧=新的JFrame(最佳街霸永远);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(新WannaBeStreetFighter());
frame.pack();
frame.setLocationRelativeTo(NULL);
frame.setVisible(真);
}
});
}
}
Hello I'm making a platformer game and when you press space the character shoots a fireball that moves across the screen but when you press space again the fireball's coordinates are set back to the player's coordinates rather than drawing another fireball which is what I want.
import java.awt.*;
import javax.swing.*;
public class Fire extends JPanel{
Image fireball;
private int x=155000,y=155000;
Player player = new Player();
public void paint(Graphics g){
g.drawImage(fireball, x, y, null);
}
public Fire(){
}
public void update(){
fireball = new ImageIcon("C:\\Users\\steven.greens10\\Desktop\\Programs\\Raw Java\\Platform\\res\\fireball.png").getImage();
x+=5;
if(x > 640){
x=155000;
}
}
public void shoot(Player p){
x = p.getX();
y = p.getY();
repaint();
}
}
@KevinWorkman is right. You need some kind of data structure to hold the fireballs. In the example below I used a List
of Fireball
.
List<Fireball> fireBalls;
...
private class Fireball {
Image fireball;
int x = 150;
int y = 125;
public Fireball(Image image) {
fireball = image;
}
public void drawFireball(Graphics g) {
g.drawImage(fireball, x, y, 50, 50, null);
}
}
To paint them, I just iterate through them. To make them move forward I just increas the x value in the timer and call repaint
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
...
for (Fireball ball : fireBalls) {
ball.drawFireball(g);
}
}
Here's the complete code
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import java.util.*;
import java.util.List;
import java.util.logging.*;
import javax.imageio.ImageIO;
import javax.swing.*;
import javax.swing.Timer;
public class WannaBeStreetFighter extends JPanel {
private static final int D_W = 700;
private static final int D_H = 250;
private static final int X_INC = 10;
List<Fireball> fireBalls;
BufferedImage ryu;
BufferedImage fireball;
BufferedImage background;
public WannaBeStreetFighter() {
try {
ryu = ImageIO.read(new URL("http://www.sirlin.net/storage/street_fighter/ryu_hadoken_pose.png?__SQUARESPACE_CACHEVERSION=1226531909576"));
background = ImageIO.read(new URL("http://fightingstreet.com/folders/variousinfofolder/ehondasbath/hondasfz3stage.gif"));
fireball = ImageIO.read(new URL("http://farm6.staticflickr.com/5480/12297371495_ec19ded155_o.png"));
} catch (IOException ex) {
Logger.getLogger(WannaBeStreetFighter.class.getName()).log(Level.SEVERE, null, ex);
}
fireBalls = new LinkedList<>();
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
Iterator<Fireball> it = fireBalls.iterator();
while (it.hasNext()) {
Fireball ball = it.next();
if (ball.x > D_W) {
it.remove();
System.out.println(fireBalls.size());
} else {
ball.x += X_INC;
repaint();
}
}
}
});
timer.start();
InputMap inputMap = getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
inputMap.put(KeyStroke.getKeyStroke("SPACE"), "hadouken");
getActionMap().put("hadouken", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent e) {
fireBalls.add(new Fireball(fireball));
}
});
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(background, 0, 0, D_W, D_H, this);
g.drawImage(ryu, 50, 125, 150, 115, this);
for (Fireball ball : fireBalls) {
ball.drawFireball(g);
}
}
@Override
public Dimension getPreferredSize() {
return new Dimension(D_W, D_H);
}
private class Fireball {
Image fireball;
int x = 150;
int y = 125;
public Fireball(Image image) {
fireball = image;
}
public void drawFireball(Graphics g) {
g.drawImage(fireball, x, y, 75, 50, null);
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame frame = new JFrame("Best Street Fighter ever");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new WannaBeStreetFighter());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
}
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