Jon*_* L. 3 java swing paintcomponent thread-sleep
相当多的标题.代码应该绘制一个框,等待1秒,然后在不同的位置绘制一个新的框并重新绘制.相反,它会等待1秒然后画两个盒子.感谢您的帮助,如果我搞砸了格式化就很抱歉.
import javax.swing.*;
import java.awt.*;
public class GameRunner extends JPanel{
@Override
public void paintComponent (Graphics g){
int x = 0;
boolean directionRight = true;
g.setColor(Color.blue);
g.fillRect(300,400,100,100);
repaint();
try{
Thread.sleep(1000);
}
catch (Exception ex){}
g.fillRect(600,400,100,100);
repaint();
}
public static void main (String[] args){
JFrame frame = new JFrame("Submarine");
GameRunner gameRunner = new GameRunner();
frame.add(gameRunner);
frame.setSize(1200,700);
frame.setVisible(true);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
}
}
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Mad*_*mer 10
Thread.sleep(1000); 将阻止当前运行的线程paintComponent 从Event Dispatching Thread的上下文中调用.Thread.sleep,UI上不会更新任何内容,也不会处理任何新事件.Swing是一个单线程框架.您永远不应该在Event Dispatching Thread的上下文中执行任何阻塞或长时间运行的操作.
查看Swing中的Concurrency以获取更多详细信息以及如何使用Swing Timers获得可能的解决方案.
作为旁注,如果UI或任何UI依赖于任何paint方法中的变量,则不应修改状态.绘画应该只绘制组件的当前状态,永远不要修改它,这包括repaint直接或间接调用
例如...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class GameRunner extends JPanel {
private int xPos = 300;
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.blue);
g.fillRect(xPos, 400, 100, 100);
repaint();
}
public GameRunner() {
Timer timer = new Timer(1000, new ActionListener() {
private boolean state = false;
@Override
public void actionPerformed(ActionEvent e) {
if (state) {
xPos = 300;
} else {
xPos = 600;
}
state = !state;
repaint();
}
});
timer.start();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(700, 500);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new GameRunner());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
}
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