java中panel实现线程接口以后,要调用repaint函数时,不进run函数

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javapanel

java中panel实现线程接口以后,要调用repaint函数时,不进run函数 - 摘要: 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

问题描述

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 KeyListenerRunnable{
//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(100250);    mytank.setType(0);    for(int i=0;i<enSize;i++){        EnemyTank et = new EnemyTank((i+1)*500);        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 bEnemyTank 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.xet.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.xet.y);            boom.add(bom);        }    }}//方向:上下左右,对应0123public 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 xint yGraphics gint directint 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 20false);        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 20false);                   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;              }       }@Overridepublic void keyTyped(KeyEvent e) {}@Overridepublic 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();    }}@Overridepublic void keyReleased(KeyEvent e) {    // TODO Auto-generated method stub    if(e.getKeyCode()==KeyEvent.VK_SPACE){        if(this.mytank.ss.size()<=4){            this.mytank.fire();        }           }}@Overridepublic 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 xint yint 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 xint y){
this.x=x;
this.y=y;

}

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

}Vector<Bullet> ss = new Vector<Bullet>();//开火能力public void fire(){    switch(this.direct){    case 0:        mb = new Bullet(this.getX()+10this.getY()0);        ss.add(mb);        break;    case 1:        mb = new Bullet(this.getX()+10this.getY()+301);        ss.add(mb);        break;    case 2:        mb = new Bullet(this.getX()-5this.getY()+152);        ss.add(mb);        break;    case 3:        mb = new Bullet(this.getX()+25this.getY()+153);        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 xint 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;
}
}
}

解决方案

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。

解决方案二:

这种问题,建议你贴代码出来,通过文字不好判断。

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