利用多线程、简单GUI实现小球的动能定理的二维可视化

要实现小球运动,可以从以下几点切入:

  1. 小球都有那些具体特征?

    - 涉及动能定理就需要考虑质量了,除此之外常规的几个变量也不能忘:方向、球的尺寸,所在位置以及当前速度
  2. 谁能初始小球的状态?

    -  小球的状态无非两种:(随机)默认值、人工手动输入
  3. 谁能控制小球的运动?

    - 我们控制小球是需要给予一定的指令的,就算是鼠标点击也是简单的指令之一,除此之外如果想要拥有稍微复杂一点的指令可以使用按钮来实现

根据分析,我们大概能构造出大概的类,无非是一个专门描述小球状态的,一个控制所有命令的,一个构建出窗口和选项的。我们还可以在细化这三个类的功能:

  1. 球类

    • 因为窗口也是二维的

      • 构造方法仅需要包含:

        - 质量
        - 沿x、y轴的分速度
        - 二维坐标表示的位置
        - 颜色
        - 大小
    • 画个小球

      • 颜色
      • 尺寸
    • 移动小球

      • 遇到边界直接反弹
      • 移动距离利用公式:距离=当前距离+速度×时间(这边直接简化成1)
    • 小球之间的完全弹性碰撞,根据公式:

$$\frac{{{\rm{(}}{{\rm{m}}_1} - {m_2}){v_{10}} + 2{m_2}{v_{20}}}}{{{{\rm{m}}_1} + {m_2}}}$$
$$\frac{{{\rm{(}}{{\rm{m}}_2} - {m_1}){v_{20}} + 2{m_1}{v_{10}}}}{{{{\rm{m}}_1} + {m_2}}}$$

代码如下:

import java.awt.Color;
import java.awt.Graphics;
import java.util.ArrayList;
import javax.swing.JFrame;

public class Ball{
    /**
     * declare variables of ball
     */
    private int xPos, yPos, size, xSpeed, ySpeed,mass;
    private Color color;
    /**
     * Constructor for objects of class Ball
     */
    public Ball(int xPos, int yPos, int size, int xSpeed, int ySpeed, Color color,int mass) {
        super();
        this.xPos = xPos;
        this.yPos = yPos;
        this.size = size;
        this.xSpeed = xSpeed;
        this.ySpeed = ySpeed;
        this.color = color;
        this.mass=mass;
    }
    /**
     * use method of Graphics to create a colorful ball
     * @param g A ball
     */
    public void drawBall(Graphics g) {
        g.setColor(color);        
        g.fillOval(xPos, yPos, size, size);    
    }
    /**
     * This method tries to figure out
     * @param g A ball
     * if ball is going to hit the boundary,change its direction
     */
    public void moveBall(Graphics g,BallFrame bf) {
        if (xPos+size>bf.getWidth() || xPos <0) 
        {
            xSpeed = -xSpeed;
        }
        if (yPos<0 ||(yPos+size >bf.getHeight()-160)) 
        {
            ySpeed = -ySpeed;
        }
        xPos += xSpeed;        
        yPos += ySpeed;        
    }
    public void collision(Graphics g, ArrayList<Ball> balls) {
        for (int i = 0; i < balls.size(); i++) {
            Ball ball = (Ball) balls.get(i);    
            if (ball != this) {        
                double d1 = Math.abs(this.xPos - ball.xPos);    
                double d2 = Math.abs(this.yPos - ball.yPos);    
                double d3 = Math.sqrt(Math.pow(d1,2) + Math.pow(d2,2));    
                if (d3 <= (this.size / 2 + ball.size / 2)) {
                /**
                 * Using perfectly elastic collision 
                 */
                    this.xSpeed=((this.mass-ball.mass)*this.xSpeed+2*ball.mass*ball.xSpeed)/(this.mass+ball.mass);
                    this.ySpeed=((this.mass-ball.mass)*this.ySpeed+2*ball.mass*ball.ySpeed)/(this.mass+ball.mass);
                    ball.xSpeed=((ball.mass-this.mass)*ball.xSpeed+2*this.mass*this.xSpeed)/(this.mass+ball.mass);
                    ball.ySpeed=((ball.mass-this.mass)*ball.ySpeed+2*this.mass*this.ySpeed)/(this.mass+ball.mass);
                }
            }
        }

    }

}

2.事件监听器(鼠标、按钮和文本框)

  • 构造方法中需要同时引入涉及文本框、按钮和小球所在的类
  • 如果点击鼠标,生成一个除了大小给定其他随机的彩色小球
  • 如果点“Play” 文本框的信息被读取,生成指定的小球
  • 如果点“Stop” 小球停止运动但不消失
  • 如果点“Reset” 文本框恢复默认值,用户可以选择重新输入
  • 如果点“Continue” 小球继续刚刚的运动
  • 如果点“Clear” 小球停止运动且线程立即中断

代码如下:

import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.Random;

import javax.swing.JFrame;

public class Listener extends MouseAdapter implements ActionListener,Runnable {

    private BallFrame bf;    
    private Graphics g;         
    private Random rand = new Random();
    private volatile boolean clearFlag = false, pauseFlag = false;
    private ArrayList<Ball> ball = new ArrayList<Ball>();
    Thread playing;
    public Listener(BallFrame bf, ArrayList ball) {
        this.bf = bf;
        this.ball = ball;
    }
    public void mousePressed(MouseEvent e) {
        int x = e.getX();    
        int y = e.getY();    
        Ball myball = new Ball(x, y, 30, (1+rand.nextInt(9)*(Math.random()>0.5?1:-1)),
                (1+rand.nextInt(9)*(Math.random()>0.5?1:-1)), 
                new Color(rand.nextInt(255),rand.nextInt(255),rand.nextInt(255)),rand.nextInt(9)+1);
        ball.add(myball);
    }
    @Override
    public void run() {
        while (!clearFlag) {
            if(!pauseFlag)
            {
                bf.repaint();    
                try {
                    Thread.sleep(30);
                } catch (InterruptedException e) {
                    e.printStackTrace();
                }
            }
        }
    }
    
    public void actionPerformed(ActionEvent event) {
        String command = event.getActionCommand();
        if (command.equals("Play")) {
            startPlaying();
        }
        if (command.equals("Stop")) {
            stopPlaying();
        }
        if (command.equals("Reset")) {
            setAllFields();
        }
        if (command.equals("Continue")) {
            continuePlaying();
        }
        if (command.equals("Clear")) {
            clearPlaying();
        }
    }
    void setAllFields() {
        bf.massText.setText("0");
        bf.xSpeedText.setText("0");
        bf.xPositionText.setText("0");
        bf.sizeText.setText("0");
        bf.ySpeedText.setText("0");
        bf.yPositionText.setText("0");
        bf.reset.setEnabled(false);
        bf.play.setEnabled(true);
        bf.Continue.setEnabled(false);
        bf.clear.setEnabled(true);
    }

    void startPlaying() {   
        playing = new Thread(this);
        playing.start();
        clearFlag = false;
        bf.play.setEnabled(false);
        bf.Continue.setEnabled(false);
        bf.stop.setEnabled(true);
        bf.reset.setEnabled(true);
        bf.clear.setEnabled(true);
        String xP=bf.xPositionText.getText();
        int x=Integer.parseInt(xP);
        String yP=bf.yPositionText.getText();
        int y=Integer.parseInt(yP);
        String Size=bf.sizeText.getText();
        int size=Integer.parseInt(Size);
        String Xspeed=bf.xSpeedText.getText();
        int xspeed=Integer.parseInt(Xspeed);
        String Yspeed=bf.ySpeedText.getText();
        int yspeed=Integer.parseInt(Yspeed);
        String Mass=bf.massText.getText();
        int mass=Integer.parseInt(Mass);
        Ball myball = new Ball(x, y, size, xspeed,yspeed, 
                new Color(rand.nextInt(255),rand.nextInt(255),rand.nextInt(255)),mass);
        ball.add(myball);
    }
    void stopPlaying() {
        bf.stop.setEnabled(false);
        bf.play.setEnabled(true);
        bf.reset.setEnabled(true);
        bf.Continue.setEnabled(true);
        bf.clear.setEnabled(true);
        pauseFlag=true;
    }
    void continuePlaying()
    {
        bf.stop.setEnabled(true);
        bf.play.setEnabled(true);
        bf.reset.setEnabled(true);
        bf.Continue.setEnabled(false);
        bf.clear.setEnabled(true);
        pauseFlag=false;
    }
    void clearPlaying()
    {
        bf.clear.setEnabled(false);
        bf.stop.setEnabled(false);
        bf.play.setEnabled(true);
        bf.reset.setEnabled(true);
        bf.Continue.setEnabled(false);
        playing = null;
        clearFlag = true;
        ball.clear();
        bf.repaint();
    }
}
  1. GUI框架
  • 需要文本框实现输入,两行,每行3个变量
  • 需要5个按钮,分别代表"Play"、"Stop"、"Reset"、"Continue"、"Clear"
  • 需要一个画布,可以显示出球类的动画

代码如下

import java.awt.BorderLayout;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.Image;
import java.awt.RenderingHints;
import java.util.ArrayList;
import java.util.Random;

import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JTextField;
import javax.swing.UIManager;
public class BallFrame extends JFrame {
    private ArrayList<Ball> ball = new ArrayList<Ball>(); 
    private Image img;    
    private Graphics2D graph;
     // set up row 1
    JPanel row1 = new JPanel();
    JLabel mass = new JLabel("mass:", JLabel.RIGHT);
    JTextField massText = new JTextField("0");
    JLabel xSpeed = new JLabel("xSpeed:", JLabel.RIGHT);
    JTextField xSpeedText = new JTextField("0");
    JLabel xPosition = new JLabel("xPosition:", JLabel.RIGHT);
    JTextField xPositionText = new JTextField("0");
    JLabel size = new JLabel("size:", JLabel.RIGHT);
    JTextField sizeText = new JTextField("0");
    JLabel ySpeed = new JLabel("ySpeed:", JLabel.RIGHT);
    JTextField ySpeedText = new JTextField("0");
    JLabel yPosition = new JLabel("yPosition:", JLabel.RIGHT);
    JTextField yPositionText = new JTextField("0");
    // set up row 2
    JPanel row2 = new JPanel();
    JButton stop = new JButton("Stop");
    JButton Continue = new JButton("Continue");
    JButton clear = new JButton("Clear");
    JButton play = new JButton("Play");
    JButton reset = new JButton("Reset");
    public BallFrame()
    {
        super("BallGame!");
        setSize(600, 600);
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        /**
         * set to BorderLayout
         * This borderLayout do nothing important except makes our rows at the top.
         * if user perfer bottom, all we need is to change "NORTH" into "South".
         */
        setLayout(new BorderLayout());
        add(row1, BorderLayout.NORTH);
        add(row2, BorderLayout.NORTH);
        //set to GridLayout whole framework
        GridLayout layout = new GridLayout(5,2,10,10);
        setLayout(layout);
        //specify how many text fields should be filled in one line.
        GridLayout layout2 = new GridLayout(2, 3, 10, 10);
        row1.setLayout(layout2);
        // the following process is to add them into window
        row1.add(mass);
        massText=new JTextField();
        row1.add(massText);
        row1.add(xSpeed);
        xSpeedText=new JTextField();
        row1.add(xSpeedText);
        row1.add(xPosition);
        xPositionText=new JTextField();
        row1.add(xPositionText);
        row1.add(size);
        sizeText=new JTextField();
        row1.add(sizeText);
        row1.add(ySpeed);
        ySpeedText=new JTextField();
        row1.add(ySpeedText);
        row1.add(yPosition);
        yPositionText=new JTextField();
        row1.add(yPositionText);
        add(row1);
        //make button in the center
        FlowLayout layout3 = new FlowLayout(FlowLayout.CENTER,
                10, 10);
        row2.setLayout(layout3);
        row2.add(play);
        row2.add(stop);
        row2.add(reset);
        row2.add(Continue);
        row2.add(clear);
        add(row2);
        
        setResizable(false);
        setVisible(true);
    }
    //Main function, nothing else need to explain...
    public static void main(String[] args) {
        BallFrame.setLookAndFeel();
        BallFrame bf = new BallFrame();
        bf.UI();
    }

    public void UI() {                               
        Listener lis = new Listener(this, ball);    
        // Add listeners
        this.addMouseListener(lis);    
        clear.addActionListener(lis);
        Continue.addActionListener(lis);
        stop.addActionListener(lis);
        play.addActionListener(lis);
        reset.addActionListener(lis);
        Thread current = new Thread(lis);     
        current.start();                        

    }
    /**
     * This method is to ensure across operation system could have a ability to show window
     */
    private static void setLookAndFeel() {
        try {
            UIManager.setLookAndFeel(
                "com.sun.java.swing.plaf.nimbus.NimbusLookAndFeel"
            );
        } catch (Exception exc) {
            // ignore error
        }
    }
    
    public void paint(Graphics g) {
        img = this.createImage(this.getWidth(), this.getHeight());    
        graph = (Graphics2D)img.getGraphics();;        
        graph.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
                RenderingHints.VALUE_ANTIALIAS_ON); 
        for (int i = 0; i < ball.size(); i++) {
            Ball myball = (Ball) ball.get(i);            
            myball.moveBall(graph,this);                    
            myball.collision(graph,ball);
            myball.moveBall(graph,this);
            myball.drawBall(graph);                
        } 
        //If the canvas's height over 160, it will hide our buttons.
        g.drawImage(img, 0, 160, this);    
    }
    
}

输出窗口的画面截图
捣蛋小球

总结

最近初学GUI,学校讲课用的是小球运动的例子,大一暑假拜读认识的学姐的一篇文章:我说这是一篇很严肃的技术文章你信吗,出于搞清楚GUI原理和好玩的目的,我就开始了我的改进之路。总体来说是符合我的预期的,但还是有两个问题:

  1. 忽视了错误输入可能造成异常的结果,暂时没学到在GUI如果输入错误怎么弹出界面,不过应该挺简单的,学到了再补。
  2. 动能定理的实践出了问题,因为鼠标点击的小球生成是随机的,无法得知每个小球的情况,动能定理公式给定了,可能是算法不够精致。
  3. Github源码
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