IKNOWIKNOW5121 2015-06-12 01:16 采纳率: 100%
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java中panel实现线程接口以后,要调用repaint函数时,不进run函数

具体情况是 mypanel类实现了线程接口,在run函数中定义了sleep(100)后调用repaint函数,做一个小坦克游戏,在repaint之前要判断是否击中坦克,击中后要显示三张图片来体现爆炸效果,可是经过调试发现,每次第一次击中的时候,都是直接好多次repaint,没有休眠,后来发现根本就没有进mypanel的run()方法,好像有另一个其他线程再调用paint。这是怎么回事?感谢大家了

package com.TankGame;

import java.awt.*;
import java.util.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.*;
public class MyTankGame1 extends JFrame{

public static void main(String[] args) {
    // TODO Auto-generated method stub
    MyTankGame1 tankgame = new MyTankGame1();
}
//构造函数
public MyTankGame1(){
    MyPanel mp = new MyPanel();

    //启动mp线程
    Thread t = new Thread(mp);
    t.start();

    this.add(mp);
    this.addKeyListener(mp);
    this.setIconImage(new ImageIcon("TankImage/TANK.jpg").getImage());
    this.setTitle("坦克大战");
    this.setLocation(350, 100);
    this.setSize(500, 400);
    this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    this.setVisible(true);
}

}

//我的面板类
class MyPanel extends JPanel implements KeyListener,Runnable{
//定义一个玩家的坦克
MyTank mytank = null;

Vector<EnemyTank> ets= new Vector<EnemyTank>();
//定义爆炸效果集合
Vector<Boom> boom = new Vector<Boom>();
int enSize = 8;
//定义三张图片,三张图片组成一次爆炸
Image image1 = null;
Image image2 = null;
Image image3 = null;
//构造函数
public MyPanel(){
    mytank = new MyTank(100,250);
    mytank.setType(0);
    for(int i=0;i<enSize;i++){
        EnemyTank et = new EnemyTank((i+1)*50,0);
        et.setType(1);
        et.setDirect(1);
        et.setType(1);
        ets.add(et);
    }

    //初始化图片
    image1 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/1.jpg"));
    image2 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/2.jpg"));
    image3 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/3.jpg"));

}
public void hittank(Bullet b,EnemyTank et){
    //判断该坦克的方向
    switch(et.direct){
    //方向朝上或者下
    case 0:
    case 1:
        if(b.x>et.x&&b.x<et.x+20&&b.y>et.y&&b.y<et.y+30){
            //击中
            //子弹死亡 坦克死亡
            b.isAlive=false;
            et.isLive=false;
            //创建一个爆炸效果,放入boom
            Boom bom = new Boom(et.x,et.y);
            boom.add(bom);
        }
    case 2:
    case 3:
        if(b.x>et.x-5&&b.x<et.x+25&&b.y>et.y+5&&b.y<et.y+25){
            //击中
            b.isAlive=false;
            et.isLive=false;
            Boom bom = new Boom(et.x,et.y);
            boom.add(bom);
        }
    }
}

//方向:上下左右,对应0123
public void paint(Graphics g){

    super.paint(g);     
    System.out.println("xx");
    g.fillRect(0, 0, 500, 500);
    this.drawTank(this.mytank.getX(), this.mytank.getY(), g, this.mytank.getDirect(), this.mytank.getType() );  
    //从ss中画出所有子弹
    for(int i=0;i<this.mytank.ss.size();i++){
        Bullet b = mytank.ss.get(i);
        if(b!=null&&b.isAlive==true){
            g.drawRect(b.x, b.y, 1, 1);
        }
        if(b.isAlive==false){
            //从ss中删掉该子弹
            mytank.ss.remove(b);
        }
    }
        for(int i=0;i<ets.size();i++){
        EnemyTank et = ets.get(i);
        if(et.isLive){
            this.drawTank(et.getX(), et.getY(), g, et.getDirect(), et.getType());
        }
    }   
    //画出爆炸
    System.out.println(boom.size());
    for(int j=0;j<boom.size();j++){         
        Boom bom = boom.get(j);
        if(bom.life>6){         
            g.drawImage(image1, bom.x, bom.y, 30, 30, this);            
        }else if(bom.life>3){               
            g.drawImage(image2, bom.x, bom.y, 30, 30, this);
        }else{              
            g.drawImage(image3, bom.x, bom.y, 30, 30, this);
        }
        //让爆炸进行
        bom.lifeDown();
        if(bom.life==0){
            boom.remove(bom);
        }
    }   
}
//画出坦克的函数
public void drawTank(int x,int y,Graphics g,int direct,int type){
    switch(type){
    case 0:
        g.setColor(Color.cyan);
        break;
    case 1:
        g.setColor(Color.yellow);
        break;
    }
    switch(direct){
    case 0://向上走
        g.fill3DRect(x, y, 5, 30, false);

        g.fill3DRect(x+15, y, 5, 30, false);

        g.fill3DRect(x+5, y+5, 10, 20,false);

        g.fillOval(x+5, y+10, 10, 10);

        g.drawLine(x+10, y+15, x+10, y);

        g.drawOval(x+5, y+10, 10, 10);
        break;
    case 3://向右走
        g.fill3DRect(x-5, y+5, 30, 5, false);
        g.fill3DRect(x-5, y+20, 30, 5, false);
        g.fill3DRect(x, y+10, 20, 10, false);
        g.fillOval(x+5, y+10, 10, 10);
        g.drawLine(x+10, y+15, x+25, y+15);
        g.drawOval(x+5, y+10, 10, 10);
        break;
    case 1://向下走
        g.fill3DRect(x, y, 5, 30, false);           
        g.fill3DRect(x+15, y, 5, 30, false);            
        g.fill3DRect(x+5, y+5, 10, 20,false);           
        g.fillOval(x+5, y+10, 10, 10);          
        g.drawLine(x+10, y+15, x+10, y+30);
        g.drawOval(x+5, y+10, 10, 10);
        break;
    case 2://向右走
        g.fill3DRect(x-5, y+5, 30, 5, false);
        g.fill3DRect(x-5, y+20, 30, 5, false);
        g.fill3DRect(x, y+10, 20, 10, false);
        g.fillOval(x+5, y+10, 10, 10);
        g.drawLine(x+10, y+15, x-5, y+15);
        g.drawOval(x+5, y+10, 10, 10);
        break;          
    }       
}
@Override
public void keyTyped(KeyEvent e) {

}
@Override
public void keyPressed(KeyEvent e) {
    // TODO Auto-generated method stub
    if(e.getKeyCode()==KeyEvent.VK_UP){
        this.mytank.setDirect(0);

        this.repaint();
        this.mytank.moveUp();
    }
    else if(e.getKeyCode()==KeyEvent.VK_DOWN){
        this.mytank.setDirect(1);

        this.repaint();
        this.mytank.moveDown();

    }
    else if(e.getKeyCode()==KeyEvent.VK_LEFT){
        this.mytank.setDirect(2);

        this.repaint();
        this.mytank.moveLeft();
    }
    else if(e.getKeyCode()==KeyEvent.VK_RIGHT){
        this.mytank.setDirect(3);

        this.repaint();
        this.mytank.moveRight();
    }
}
@Override
public void keyReleased(KeyEvent e) {
    // TODO Auto-generated method stub

    if(e.getKeyCode()==KeyEvent.VK_SPACE){
        if(this.mytank.ss.size()<=4){
            this.mytank.fire();
        }       
    }
}
@Override
public void run() {
    // TODO Auto-generated method stub
    //每隔100毫秒重绘
    while(true){        
        System.out.println("sleep");
        try {           
            Thread.sleep(30);               
        } catch (InterruptedException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }
        //判断是否击中
        for(int i=0;i<mytank.ss.size();i++){
            Bullet mb = mytank.ss.get(i);
            //判断子弹是否有效
            if(mb.isAlive){
                //取出每一个坦克,与子弹判断是否击中
                for(int j=0;j<ets.size();j++){                  
                    //取出坦克
                    EnemyTank et = ets.get(j);
                    if(et.isLive){
                        this.hittank(mb, et);
                    }
                }
            }
        }
        this.repaint();

    }
}

}
//子弹类
class Bullet implements Runnable{
int x;
int y;
int direct;
int speed=1;
boolean isAlive = true;
public Bullet(int x,int y,int direct){
this.x=x;
this.y=y;
this.direct = direct;
}
@Override
public void run() {
// TODO Auto-generated method stub

    while(true){
        try {
            Thread.sleep(25);
        } catch (InterruptedException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }
        switch(direct){
        case 0:
            y-=speed;
            break;
        case 1:
            y+=speed;
            break;
        case 2:
            x-=speed;
            break;
        case 3:
            x+=speed;
            break;
        }
        //子弹何时死亡?           
        //判断子弹到达边界
        if(x<-1||x>501||y<-1||y>501){
            this.isAlive=false;
            break;
        }
    }
}

}
//坦克类
class Tank{
//坦克的种类
int type;
public int getType() {
return type;
}
public void setType(int type) {
this.type = type;
}
//坦克的速度
int speed = 1;
public int getSpeed() {
return speed;
}
public void setSpeed(int speed) {
this.speed = speed;
}
public int getDirect() {
return direct;
}
public void setDirect(int direct) {
this.direct = direct;
}
int direct = 0;
//坦克的横纵坐标
int x=0;
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
int y=0;
public Tank(int x,int y){
this.x=x;
this.y=y;

}

}
class MyTank extends Tank{
Bullet mb = null;
public MyTank(int x,int y){
super(x,y);

}
Vector<Bullet> ss = new Vector<Bullet>();
//开火能力
public void fire(){

    switch(this.direct){
    case 0:
        mb = new Bullet(this.getX()+10,this.getY(),0);
        ss.add(mb);
        break;
    case 1:
        mb = new Bullet(this.getX()+10,this.getY()+30,1);
        ss.add(mb);
        break;
    case 2:
        mb = new Bullet(this.getX()-5,this.getY()+15,2);
        ss.add(mb);
        break;
    case 3:
        mb = new Bullet(this.getX()+25,this.getY()+15,3);
        ss.add(mb);
        break;
    }
    Thread t = new Thread(mb);
    t.start();
}
public void moveUp(){
    y-=speed;
}
public void moveRight(){
    x+=speed;
}
public void moveDown(){
    y+=speed;

}
public void moveLeft(){
    x-=speed;
}

}
class EnemyTank extends Tank{
boolean isLive = true;

public EnemyTank(int x,int y){
    super(x, y);
}

}
class Boom{
int x;
int y;
int life = 9;//爆炸的时间过程
boolean isLive = true;
public Boom(int x, int y){
this.x=x;
this.y=y;
}
//过程减少
public void lifeDown(){
if(life>0){
life--;
}else{
this.isLive=false;
}
}
}


  • 写回答

2条回答 默认 最新

  • JonsonJiao 2015-06-12 06:21
    关注

    把MyPanel构造函数部分中初始化爆炸图片的代码换成下面的内容。第一次击中就可以了。

    try {
                image1 = ImageIO.read(Panel.class.getResource("/1.png"));
                image2 = ImageIO.read(Panel.class.getResource("/2.png"));
                image3 = ImageIO.read(Panel.class.getResource("/3.png"));
            } catch (IOException e) {
                // TODO Auto-generated catch block
                e.printStackTrace();
            }
    

    看网上说是Toolkit.getDefaultToolkit().getImage(url)方法不好用,你可以看看下面的资料。
    http://javapub.iteye.com/blog/682257
    具体为什么就不是很清楚了,用Toolkit方法拿到的Image对象宽高都是-1,第一次击中之后又能显示了,此时的宽高才是正常的。

    本回答被题主选为最佳回答 , 对您是否有帮助呢?
    评论
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