java实现小球碰撞功能

网友投稿 270 2022-11-05


java实现小球碰撞功能

本文实例为大家分享了java实现小球碰撞的具体代码,供大家参考,具体内容如下

这次我们做一个小球的碰撞的游戏,规则是:按下添加按钮,窗口的中心部分会产生一个小球(刚开始默认为黑色),四个方向随机产生,发射小球,再次按下即产生两个小球。当小球碰到窗体边缘的时候会产生反弹,当两个小球接触时会产生碰撞,双方交换速度,向相反方向移动。我们可以选择相应的颜色来改变下一个发射的小球颜色。当按下清除可以清除屏幕上的小球,当按下添加则会继续产生小球。最后我们还添加了自动产生小球的功能,按http://下开关,在屏幕中间会定时产生小球。接下来,我们来展示代码部分。

public class Jframe {

private Ball[] arrayball = new Ball[100];

public static void main(String[] args) {

Jframe frame = new Jframe();

frame.showUI();

}

public void showUI() {

javax.swing.JFrame jf = new javax.swing.JFrame();

jf.setSize(1000, 1000);

jf.getContentPane().setBackground(Color.WHITE);

jf.setTitle("小球");

jf.setDefaultCloseOperation(3);

// 设置居中显示

jf.setLocationRelativeTo(null);

JPanel jp1 =new JPanel();

JButton jb1 = new JButton("添加");

jp1.add(jb1);

// jb1.setBounds(100,50, 40, 20);

JButton jb2 = new JButton("暂停");

jp1.add(jb2);

// jb1.setBounds(200,50, 40, 20);

JButton jb3 = new JButton("清除");

jp1.add(jb3);

// jb1.setBounds(300,50, 40, 20);

JButton jb4 = new JButton("自动添加");

jp1.add(jb4);

jf.add(jp1,BorderLayout.NORTH);

Mouse mouse = new Mouse();

Color[] color = {Color.RED,Color.BLUE,Color.BLACK,Color.GREEN,Color.YELLOW};

for(int i=0;i

JButton jbu = new JButton();

jbu.setBackground(color[i]);

jbu.setPreferredSize(new Dimension(30, 30));

jp1.add(jbu);

jbu.addActionListener(mouse);

}

jb1.addActionListener(mouse);

jb2.addActionListener(mouse);

jb3.addActionListener(mouse);

jb4.addActionListener(mouse);

jf.addMouseListener(mouse);

jf.addMouseMotionListener(mouse);

BallJpanel cp = new BallJpanel();

cp.setBackground(Color.WHITE);

jf.add(cp,BorderLayout.CENTER);

jf.setVisible(true);

Graphics g = cp.getGraphics();

mouse.setcp(cp);

mouse.setg(g);

mouse.setarrayball(arrayball);

mouse.setmouse(mouse);

cp.setarrayball(arrayball);

}

}

这是窗体的基本配置,采用边框布局,上方放置按钮,中间是画布。我们为按钮添加了动作监听器,并使用了一系列的方法来把对象传递到其他类中。

public class Ball {

public int size = 90; // 小球的直径

public int x = 500; // 小球所在的x坐标

public int y = 500; // 小球所在的y坐标

public int vx = 5;

public int vy = 5;

public BallJpanel cp;

public Color color = Color.BLACK;

public int max_x, max_y, Min_x, Min_y;

private Ball[] arrayball;

public void setcp(BallJpanel cp) {

this.cp = cp;

}

public void setarrayball(Ball[] arrayball) {

this.arrayball = arrayball;

}

public void setX(int x) {

this.x = x;

}

public int getX() {

return x;

}

public void setY(int y) {

this.y = y;

}

public int setY() {

return y;

}

public Ball(int x, int y, int vx, int vy, Color color) {

this.x = x;

this.y = y;

this.vx = vx;

this.vy = vy;

this.color = color;

}

public void ballMove(Graphics g) {

x += vx;

y += vy;

max_y = cp.getHeight();

max_x = cp.getWidth();

if (x <= size / 2) {

x = size / 2;

vx = -vx;

}

if (y <= size / 2) {

y = size / 2;

vy = -vy;

}

if (x + size / 2 >= max_x) {

x = max_x - size / 2;

vx = -vx;

}

if (y + size / 2 >= max_y) {

y = max_y - size / 2;

vy = -vy;

}

for (int i = 0; i < arrayball.length; i++)

{

if (arrayball[i] == null)

break;

Ball ball = arrayball[i];

if (this.equals(ball))

continue;

if ((ball.x - this.x) * (ball.x - this.x) + (ball.y - this.y) * (ball.y - this.y) <= size * size)

{

int tempvx = this.vx;

int tempvy = this.vy;

this.vx = ball.vx;

this.vy = ball.vy;

ball.vx = tempvx;

ball.vy = tempvy;

while ((ball.x - this.x) * (ball.x - this.x) + (ball.y - this.y) * (ball.y - this.y) <= size * size)

{

this.x += this.vx;

this.y += this.vy;

System.out.println("等待");

}

}

}

}

}

考虑到这是一个小球的运动系统,我们为小球写了一个类,添加小球的时候,会创建小球对象,并使其获得位置,颜色,速度等参数,并将其存入数组。小球的方法就是运动,每当执行ballMove方法,便会为小球修改位置坐标(基于其速度),再判断是否撞击边框,以及判断是否和别的小球有坐标重叠,如果有重叠,则跑一个循环,修改位置坐标,使其分离。Ball这部分代码和监听器中的方法有所联系,我们接下来介绍监听器的方法。

public class Mouse implements MouseMotionListener, MouseListener, ActionListener {

private Graphics g;

private BallJpanel cp;

private Ball[] arrayball;

private int index = 0;

private int x;

private int y;

private int vx;

private int vy;

private int random=1;

private Color color=Color.black;

private ThreadBall tb;

private Mouse mouse;

public int selfFlag=0;

public void setmouse(Mouse mouse)

{

this.mouse= mouse;

}

public void setarrayball(Ball[] arrayball) {

this.arrayball = arrayball;

}

public void setg(Graphics g) {

this.g = g;

}

public void setcp(BallJpanel cp) {

this.cp = cp;

}

public void actionPerformed(ActionEvent e) {

if ("添加".equals(e.getActionCommand())) {

System.out.println("添加");

if (tb == null) {

// 创建线程对象

tb = new ThreadBall();

tb.setcp(cp);

tb.setarrayball(arrayball);

tb.setg(g);

tb.start();

tb.setmouse(mouse);

}

tb.stopFlag=0;

addBall();

}

if ("暂停".equals(e.getActionCommand())) {

if(tb!=null)

{

if(tb.stopFlag==0)

{

tb.stopFlag=1;

System.out.println("暂停");

}

else

{

tb.stopFlag=0;

System.out.println("开始");

}

}

}

if ("清除".equals(e.getActionCommand())) {

tb.stopFlag=1;

cp.paint1(g);

index=0;

System.out.println("清除");

}

if ("自动添加".equals(e.getActionCommand())){

if(selfFlag==0)

{selfFlag=1;System.out.println("自动添加打开");}

else

{selfFlag=0;System.out.println("自动添加关闭");}

}

if("".equals(e.getActionCommand())){

JButton jbu=(JButton)e.getSource();

color=jbu.getBackground();

g.setColor(color);

}

}

public void mouseDragged(MouseEvent e) {

}

public void mouseMoved(MouseEvent e) {

}

public void mouseClicked(MouseEvent e) {

}

public void mousePressed(MouseEvent e) {

}

public void mouseReleased(MouseEvent e) {

}

public void mouseEntered(MouseEvent e) {

}

public void mouseExited(MouseEvent e) {

}

public void addBall() {

x = 500;

y = 500;

random=1+(int)(Math.random()*4);

switch(random)

{

case 1:

vx=5;

vy=5;

break;

case 2:

vx=-5;

vy=-5;

break;

case 3:

vx=5;

vy=-5;

break;

case 4:

vx=-5;

vy=5;

break;

}

Ball ball = new Ball(x, y,vx , vy, color);

arrayball[index++] = ball;

}

}

监听器中,我们设置了一系列参数来控制一些方法的开启和关闭,以及写了添加小球的方法,为其赋初值,随机一个初始发射方向。这段代码我们用到了线程。线程的使用分为两步,创建线程对象并start线程。

public class ThreadBall extends Thread {

private Graphics g;

private BallJpanel cp;

private Ball[] arrayball;

public int stopFlag=0;

private int add=0;

private Mouse mouse;

public void setmouse(Mouse mouse)

{

this.mouse=mouse;

}

public void setcp(BallJpanel cp) {

this.cp = cp;

}

public void setg(Graphics g)

{

this.g=g;

}

public void setarrayball(Ball[] arrayball) {

this.arrayball = arrayball;

}

/**

* 启动线程执行的方法

*/

public void run() {

while (true) {

if(stopFlag==0)

{

for (int i = 0; i < arrayball.length; i++)

{

if(arrayball[i]==null)

break;

Ball ball = arrayball[i];

ball.setarrayball(arrayball);

ball.setcp(cp);

ball.ballMove(g);

}

cp.paint(g);

add++;

if(add==5000)

add=0;

if(add%50==0&&mouse.selfFlag==1)

mouse.addBall();

}

try {

Thread.sleep(50);

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}

以上是线程的属性和方法,此类继承Thread并重写了run方法。run方法的思路是循环调用ballMove方法修改小球坐标,并调用paint方法更新显示,我们加入了一个延时函数,来控制调用的频率。

public class BallJpanel extends JPanel {

private Ball[] arrayball;

public void setarrayball(Ball[] arrayball)

{

this.arrayball=arrayball;

}

public void paint(Graphics g)

{

super.paint(g);

for(int i=0;i

{

if(arrayball[i]==null)

{

break;

}

Ball ball=arrayball[i];

g.setColor(ball.color);

g.fillOval(ball.x-ball.size/2, ball.y-ball.size/2, ball.size, ball.size);

}

}

public void paint1(Graphics g)

{

super.paint(g);

for(int i=0;i

{

if(arrayball[i]==null)

{

break;

}

arrayball[i]=null;

}

}

}

BallJpanel类写的是画布,及小球的运动区域,画笔也是从其对象cp上获得。类里用paint写画面的重绘方法(包括画板小球的重绘),paint1用来清空画布及数组。

以上便是java小球运动的全部代码,我们来看一下效果。

JButton jbu = new JButton();

jbu.setBackground(color[i]);

jbu.setPreferredSize(new Dimension(30, 30));

jp1.add(jbu);

jbu.addActionListener(mouse);

}

jb1.addActionListener(mouse);

jb2.addActionListener(mouse);

jb3.addActionListener(mouse);

jb4.addActionListener(mouse);

jf.addMouseListener(mouse);

jf.addMouseMotionListener(mouse);

BallJpanel cp = new BallJpanel();

cp.setBackground(Color.WHITE);

jf.add(cp,BorderLayout.CENTER);

jf.setVisible(true);

Graphics g = cp.getGraphics();

mouse.setcp(cp);

mouse.setg(g);

mouse.setarrayball(arrayball);

mouse.setmouse(mouse);

cp.setarrayball(arrayball);

}

}

这是窗体的基本配置,采用边框布局,上方放置按钮,中间是画布。我们为按钮添加了动作监听器,并使用了一系列的方法来把对象传递到其他类中。

public class Ball {

public int size = 90; // 小球的直径

public int x = 500; // 小球所在的x坐标

public int y = 500; // 小球所在的y坐标

public int vx = 5;

public int vy = 5;

public BallJpanel cp;

public Color color = Color.BLACK;

public int max_x, max_y, Min_x, Min_y;

private Ball[] arrayball;

public void setcp(BallJpanel cp) {

this.cp = cp;

}

public void setarrayball(Ball[] arrayball) {

this.arrayball = arrayball;

}

public void setX(int x) {

this.x = x;

}

public int getX() {

return x;

}

public void setY(int y) {

this.y = y;

}

public int setY() {

return y;

}

public Ball(int x, int y, int vx, int vy, Color color) {

this.x = x;

this.y = y;

this.vx = vx;

this.vy = vy;

this.color = color;

}

public void ballMove(Graphics g) {

x += vx;

y += vy;

max_y = cp.getHeight();

max_x = cp.getWidth();

if (x <= size / 2) {

x = size / 2;

vx = -vx;

}

if (y <= size / 2) {

y = size / 2;

vy = -vy;

}

if (x + size / 2 >= max_x) {

x = max_x - size / 2;

vx = -vx;

}

if (y + size / 2 >= max_y) {

y = max_y - size / 2;

vy = -vy;

}

for (int i = 0; i < arrayball.length; i++)

{

if (arrayball[i] == null)

break;

Ball ball = arrayball[i];

if (this.equals(ball))

continue;

if ((ball.x - this.x) * (ball.x - this.x) + (ball.y - this.y) * (ball.y - this.y) <= size * size)

{

int tempvx = this.vx;

int tempvy = this.vy;

this.vx = ball.vx;

this.vy = ball.vy;

ball.vx = tempvx;

ball.vy = tempvy;

while ((ball.x - this.x) * (ball.x - this.x) + (ball.y - this.y) * (ball.y - this.y) <= size * size)

{

this.x += this.vx;

this.y += this.vy;

System.out.println("等待");

}

}

}

}

}

考虑到这是一个小球的运动系统,我们为小球写了一个类,添加小球的时候,会创建小球对象,并使其获得位置,颜色,速度等参数,并将其存入数组。小球的方法就是运动,每当执行ballMove方法,便会为小球修改位置坐标(基于其速度),再判断是否撞击边框,以及判断是否和别的小球有坐标重叠,如果有重叠,则跑一个循环,修改位置坐标,使其分离。Ball这部分代码和监听器中的方法有所联系,我们接下来介绍监听器的方法。

public class Mouse implements MouseMotionListener, MouseListener, ActionListener {

private Graphics g;

private BallJpanel cp;

private Ball[] arrayball;

private int index = 0;

private int x;

private int y;

private int vx;

private int vy;

private int random=1;

private Color color=Color.black;

private ThreadBall tb;

private Mouse mouse;

public int selfFlag=0;

public void setmouse(Mouse mouse)

{

this.mouse= mouse;

}

public void setarrayball(Ball[] arrayball) {

this.arrayball = arrayball;

}

public void setg(Graphics g) {

this.g = g;

}

public void setcp(BallJpanel cp) {

this.cp = cp;

}

public void actionPerformed(ActionEvent e) {

if ("添加".equals(e.getActionCommand())) {

System.out.println("添加");

if (tb == null) {

// 创建线程对象

tb = new ThreadBall();

tb.setcp(cp);

tb.setarrayball(arrayball);

tb.setg(g);

tb.start();

tb.setmouse(mouse);

}

tb.stopFlag=0;

addBall();

}

if ("暂停".equals(e.getActionCommand())) {

if(tb!=null)

{

if(tb.stopFlag==0)

{

tb.stopFlag=1;

System.out.println("暂停");

}

else

{

tb.stopFlag=0;

System.out.println("开始");

}

}

}

if ("清除".equals(e.getActionCommand())) {

tb.stopFlag=1;

cp.paint1(g);

index=0;

System.out.println("清除");

}

if ("自动添加".equals(e.getActionCommand())){

if(selfFlag==0)

{selfFlag=1;System.out.println("自动添加打开");}

else

{selfFlag=0;System.out.println("自动添加关闭");}

}

if("".equals(e.getActionCommand())){

JButton jbu=(JButton)e.getSource();

color=jbu.getBackground();

g.setColor(color);

}

}

public void mouseDragged(MouseEvent e) {

}

public void mouseMoved(MouseEvent e) {

}

public void mouseClicked(MouseEvent e) {

}

public void mousePressed(MouseEvent e) {

}

public void mouseReleased(MouseEvent e) {

}

public void mouseEntered(MouseEvent e) {

}

public void mouseExited(MouseEvent e) {

}

public void addBall() {

x = 500;

y = 500;

random=1+(int)(Math.random()*4);

switch(random)

{

case 1:

vx=5;

vy=5;

break;

case 2:

vx=-5;

vy=-5;

break;

case 3:

vx=5;

vy=-5;

break;

case 4:

vx=-5;

vy=5;

break;

}

Ball ball = new Ball(x, y,vx , vy, color);

arrayball[index++] = ball;

}

}

监听器中,我们设置了一系列参数来控制一些方法的开启和关闭,以及写了添加小球的方法,为其赋初值,随机一个初始发射方向。这段代码我们用到了线程。线程的使用分为两步,创建线程对象并start线程。

public class ThreadBall extends Thread {

private Graphics g;

private BallJpanel cp;

private Ball[] arrayball;

public int stopFlag=0;

private int add=0;

private Mouse mouse;

public void setmouse(Mouse mouse)

{

this.mouse=mouse;

}

public void setcp(BallJpanel cp) {

this.cp = cp;

}

public void setg(Graphics g)

{

this.g=g;

}

public void setarrayball(Ball[] arrayball) {

this.arrayball = arrayball;

}

/**

* 启动线程执行的方法

*/

public void run() {

while (true) {

if(stopFlag==0)

{

for (int i = 0; i < arrayball.length; i++)

{

if(arrayball[i]==null)

break;

Ball ball = arrayball[i];

ball.setarrayball(arrayball);

ball.setcp(cp);

ball.ballMove(g);

}

cp.paint(g);

add++;

if(add==5000)

add=0;

if(add%50==0&&mouse.selfFlag==1)

mouse.addBall();

}

try {

Thread.sleep(50);

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}

以上是线程的属性和方法,此类继承Thread并重写了run方法。run方法的思路是循环调用ballMove方法修改小球坐标,并调用paint方法更新显示,我们加入了一个延时函数,来控制调用的频率。

public class BallJpanel extends JPanel {

private Ball[] arrayball;

public void setarrayball(Ball[] arrayball)

{

this.arrayball=arrayball;

}

public void paint(Graphics g)

{

super.paint(g);

for(int i=0;i

{

if(arrayball[i]==null)

{

break;

}

Ball ball=arrayball[i];

g.setColor(ball.color);

g.fillOval(ball.x-ball.size/2, ball.y-ball.size/2, ball.size, ball.size);

}

}

public void paint1(Graphics g)

{

super.paint(g);

for(int i=0;i

{

if(arrayball[i]==null)

{

break;

}

arrayball[i]=null;

}

}

}

BallJpanel类写的是画布,及小球的运动区域,画笔也是从其对象cp上获得。类里用paint写画面的重绘方法(包括画板小球的重绘),paint1用来清空画布及数组。

以上便是java小球运动的全部代码,我们来看一下效果。

{

if(arrayball[i]==null)

{

break;

}

Ball ball=arrayball[i];

g.setColor(ball.color);

g.fillOval(ball.x-ball.size/2, ball.y-ball.size/2, ball.size, ball.size);

}

}

public void paint1(Graphics g)

{

super.paint(g);

for(int i=0;i

{

if(arrayball[i]==null)

{

break;

}

arrayball[i]=null;

}

}

}

BallJpanel类写的是画布,及小球的运动区域,画笔也是从其对象cp上获得。类里用paint写画面的重绘方法(包括画板小球的重绘),paint1用来清空画布及数组。

以上便是java小球运动的全部代码,我们来看一下效果。

{

if(arrayball[i]==null)

{

break;

}

arrayball[i]=null;

}

}

}

BallJpanel类写的是画布,及小球的运动区域,画笔也是从其对象cp上获得。类里用paint写画面的重绘方法(包括画板小球的重绘),paint1用来清空画布及数组。

以上便是java小球运动的全部代码,我们来看一下效果。


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