java實現小球碰撞功能

本文實例為大傢分享瞭java實現小球碰撞的具體代碼,供大傢參考,具體內容如下

這次我們做一個小球的碰撞的遊戲,規則是:按下添加按鈕,窗口的中心部分會產生一個小球(剛開始默認為黑色),四個方向隨機產生,發射小球,再次按下即產生兩個小球。當小球碰到窗體邊緣的時候會產生反彈,當兩個小球接觸時會產生碰撞,雙方交換速度,向相反方向移動。我們可以選擇相應的顏色來改變下一個發射的小球顏色。當按下清除可以清除屏幕上的小球,當按下添加則會繼續產生小球。最後我們還添加瞭自動產生小球的功能,按下開關,在屏幕中間會定時產生小球。接下來,我們來展示代碼部分。

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);
 // 設置居中顯示
 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("暫停");
 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("自動添加");
 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<color.length;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); 
 }
}

這是窗體的基本配置,采用邊框佈局,上方放置按鈕,中間是畫佈。我們為按鈕添加瞭動作監聽器,並使用瞭一系列的方法來把對象傳遞到其他類中。

public class Ball {
 public int size = 90; // 小球的直徑
 public int x = 500; // 小球所在的x坐標
 public int y = 500; // 小球所在的y坐標
 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");
 }
 }
 }
 }
}

考慮到這是一個小球的運動系統,我們為小球寫瞭一個類,添加小球的時候,會創建小球對象,並使其獲得位置,顏色,速度等參數,並將其存入數組。小球的方法就是運動,每當執行ballMove方法,便會為小球修改位置坐標(基於其速度),再判斷是否撞擊邊框,以及判斷是否和別的小球有坐標重疊,如果有重疊,則跑一個循環,修改位置坐標,使其分離。Ball這部分代碼和監聽器中的方法有所聯系,我們接下來介紹監聽器的方法。

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) {
 // 創建線程對象
 tb = new ThreadBall();
 tb.setcp(cp);
 tb.setarrayball(arrayball);
 tb.setg(g);
 tb.start();
 tb.setmouse(mouse);
 }
 tb.stopFlag=0;
 addBall(); 
 }
 if ("暫停".equals(e.getActionCommand())) { 
 if(tb!=null)
 {
  if(tb.stopFlag==0)
  {
   tb.stopFlag=1;
   System.out.println("暫停");
  }
  else 
  {
  tb.stopFlag=0;
  System.out.println("開始");
  }
 } 
 }
 if ("清除".equals(e.getActionCommand())) {
 tb.stopFlag=1;
 cp.paint1(g);
 index=0;
 System.out.println("清除");
 }
 if ("自動添加".equals(e.getActionCommand())){
 if(selfFlag==0)
 {selfFlag=1;System.out.println("自動添加打開");}
 else
 {selfFlag=0;System.out.println("自動添加關閉");} 
 }  
 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;
 }
}

監聽器中,我們設置瞭一系列參數來控制一些方法的開啟和關閉,以及寫瞭添加小球的方法,為其賦初值,隨機一個初始發射方向。這段代碼我們用到瞭線程。線程的使用分為兩步,創建線程對象並start線程。

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;
 }
 /**
 * 啟動線程執行的方法
 */
 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();
  }   
 }
 }
}

以上是線程的屬性和方法,此類繼承Thread並重寫瞭run方法。run方法的思路是循環調用ballMove方法修改小球坐標,並調用paint方法更新顯示,我們加入瞭一個延時函數,來控制調用的頻率。

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<arrayball.length;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<arrayball.length;i++)
 {
 if(arrayball[i]==null)
 {
 break; 
 }
 arrayball[i]=null; 
 }
 } 
}

BallJpanel類寫的是畫佈,及小球的運動區域,畫筆也是從其對象cp上獲得。類裡用paint寫畫面的重繪方法(包括畫板小球的重繪),paint1用來清空畫佈及數組。

以上便是java小球運動的全部代碼,我們來看一下效果。

以上就是本文的全部內容,希望對大傢的學習有所幫助,也希望大傢多多支持WalkonNet。