我正在做一个小行星游戏。每隔一段时间,就需要产生一颗小行星并在屏幕上飞行。由于某种原因,当创建的小行星超过1个时,屏幕会出现故障。如果最大化屏幕,您将能够看到故障。我尝试使用油漆而不是paintComponent。我也尝试过扩展JFrame而不是JPanel,但这只会使情况变得更糟。下面的类设置屏幕并处理游戏循环
public class Game extends JPanel {
static ArrayList<Asteroids> rocks = new ArrayList<Asteroids>();
//This variable determines whether the game should keep running
static boolean running = true;
//Counter to access arraylist
static int counter = 0;
public static void main(String[] args) throws InterruptedException {
//Creating the window
JFrame frame = new JFrame("Asteroid Game");
frame.getcontentPane().setBackground(Color.BLACK);
frame.setSize(1100,1000);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
Asteroids a = new Asteroids();
frame.add(a);
//Game loop
while(running) {
if(counter % 4 == 0) {
rocks.add(new Asteroids());
frame.add(rocks.get(rocks.size() - 1));
}
for(int i = 0; i < rocks.size(); i++) {
rocks.get(i).repaint();
rocks.get(i).move();
if(!rocks.get(i).isPosFine()) {
rocks.remove(i);
i--;
}
}
Thread.sleep(17);
counter++;
}
}
}
下面的课程设置了小行星
public class Asteroids extends JPanel {
//These arrays store the coordinates of the asteroid
private int[] xPos = new int[8];
private int[] yPos = new int[8];
//Determines whether asteroid should be generated from top or bottom
private int[] yGen = {-100,1100};
//Determines the direction the asteroid shold go
int genLevel;
/**
* @param g Graphics
* This method paints the asteroid
*/
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D r = (Graphics2D)g;
r.setRenderingHint(RenderingHints.KEY_ANTIALIASING,RenderingHints.VALUE_ANTIALIAS_ON);
r.setColor(Color.decode("#52575D"));
r.fillPolygon(xPos,yPos,8);
}
/**
* This constructor sets up the asteroid location points
*/
public Asteroids() {
int x = (int)(Math.random() * (700 - 1) + 100);
int y = yGen[(int)(Math.random() * (1 + 1 - 0))];
updateAsteroids(x,y);
genLevel = y;
System.out.println("Created!");
}
/**
* @param x int
* @param y int
* This method generates the asteroid based on the points passed in
*/
public void updateAsteroids(int x,int y) {
xPos[0] = x;
xPos[1] = x + 20;
xPos[2] = x + 40;
xPos[3] = x + 35;
xPos[4] = x + 40;
xPos[5] = x + 4;
xPos[6] = x - 16;
xPos[7] = x - 20;
yPos[0] = y;
yPos[1] = y + 7;
yPos[2] = y + 20;
yPos[3] = y + 40;
yPos[4] = y + 80;
yPos[5] = y + 70;
yPos[6] = y + 40;
yPos[7] = y;
}
/**
* This moves the asteroid
*/
public void move() {
int moveSpeedx = (int)(Math.random() * (10 - 1) + 1);
int moveSpeedy = (int)(Math.random() * (10 - 1) + 1);
for(int i = 0; i < 8; i++) {
if(genLevel > 0) {
xPos[i] -= moveSpeedx;
yPos[i] -= moveSpeedy;
}
else {
xPos[i] += moveSpeedx;
yPos[i] += moveSpeedy;
}
}
}
/**
* @return if the asteroid should be kept on the screen or not
*/
public boolean isPosFine() {
for(int i = 0; i < 8; i++) {
if(xPos[i] > 1250 || xPos[i] < -150)
return false;
if(yPos[i] > 1250 || yPos[i] < - 150)
return false;
}
return true;
}
}```