1. 匿名类:
2.画圆方法:public void paint(Graphics g) {
Color c=g.getColor();保存原来的前景色
g.setColor(Color.RED);
g.fillOval(50, 50, 30, 30);
g.setColor(c);设置原来的前景色
}从frame 生成方法,且自动调用
3.实现动画效果:改变坐标,new一个线程调用repaint重画。(内部类)
调用一个线程:new Thread(new PaintThread()).start();
public class PaintThread implements Runnable{
public void run() {
while(true){
repaint();会自动调用前面的paint方法。
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
4.闪烁现象:使用双缓冲消除。设置一个虚拟屏幕。
Update方法位于container.
Image 方法 Image picture =null;定义一个图像。
public void update(Graphics g) {
if(offScreenImage==null){
offScreenImage=this.createImage(800,600);
}
Graphics gOffscreen=offScreenImage.getGraphics();
Color c=gOffscreen.getColor();
gOffscreen.setColor(Color.GRAY);
gOffscreen.fillRect(0, 0, 800, 600);
gOffscreen.setColor(c);
paint(gOffscreen);
g.drawImage(offScreenImage, 0, 0, null);
}使用缓冲图像消除闪烁。
5.定义常量:public static final GAME_WIDTH=800;
Public static final GAME_HEIGHT=600;
6.键盘控制坦克移动。建立键盘监听类。内部类。
private class KeyMonitor extends KeyAdapter{
public void keyPressed(KeyEvent e) {
int key=e.getKeyCode();
switch(key){
case KeyEvent.VK_LEFT:
x=x-5;
break;
case KeyEvent.VK_RIGHT:
x=x+5;
break;
case KeyEvent.VK_UP:
y=y-5;
break;
case KeyEvent.VK_DOWN:
y=y+5;
break;
}
}
}
7.增加一百辆坦克.直接把坦克定义为一个类.利用面向对象思维.并把和坦克相关的方法,属性都添加进去.
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
public class Tank {
int x,y;
public Tank(int x, int y) {
this.x = x;
this.y = y;
}
public void draw(Graphics g) {
Color c=g.getColor();
g.setColor(Color.RED);
g.fillOval(x, y, 30, 30);
g.setColor(c);
}
public void keyPressed(KeyEvent e) {
int key=e.getKeyCode();
switch(key){
case KeyEvent.VK_LEFT:
x=x-5;
break;
case KeyEvent.VK_RIGHT:
x=x+5;
break;
case KeyEvent.VK_UP:
y=y-5;
break;
case KeyEvent.VK_DOWN:
y=y+5;
break;
}
}
}