如何调用 Java GUI 的即时更新? (与 Thread.sleep() 冲突)

发布于 2024-12-06 20:42:09 字数 2182 浏览 1 评论 0原文

我正在制作“记忆”游戏,当你选择两张牌时,如果它们匹配,你就可以保留它们,否则你就把它们放回去。如果您还记得已经选择的牌,您就可以更好地猜测接下来的两张牌。

我遇到的问题涉及 repaint() 方法不立即重新绘制。

当我翻转第二张牌时,无论结果如何,我都想在丢弃它们或将它们翻转回来之前将两张牌正面朝上显示。我通过调用 sleep() 来做到这一点。

当然,如果我repaint()卡片将它们正面朝上翻转,稍等一下,然后根据它们的值再次repaint(),有用的小Java将只重画一次(我想念 C!)。

基本上我想在 sleep() 之前强制调用更新。我读过一些其他线程,基本上说最好的方法是创建两个线程来保持逻辑和图形分开,然后你可以 sleep() 你的逻辑并保持你的 GUI 更新,但我是在高中一年级 CS 课程的第一学期,我希望将其保持在课程的水平上(尽管我在暑假花了相当多的时间使用 C 进行 Web 开发和编码)。

因为我知道 StackOverflow 上乐于助人的人喜欢阅读代码,所以这是我下面提到的程序的一部分。 HitArea 类是 Card 对象,cards[] 数组包含一定数量的 HitArea。(我还没有重命名HitArea 类)。 activeCard1activeCard2 是我用来跟踪用户的两个选择的 HitArea 实例,空白构造函数是保留的“不可见”HitArea,虽然稍后我会将其更改为 null。最后,cards.flip() 反转 toggle 布尔值,确定卡片是否正面朝上。

public void respond(HitArea choice)
{
    if(choice.inGame)
    {
        if(activeCard1.value == 0 && activeCard1.value == 0)
            activeCard1 = choice;
        else if((!(activeCard1.value == 0) && activeCard2.value == 0) && (activeCard1.id != choice.id))
        {
            activeCard2 = choice;
            check();
        }

    }
}
public void check()
{
    update();
    pause(250);
    if(activeCard2.value == activeCard1.value)
    {
        score += 2;
        activeCard1.inGame = false;
        activeCard2.inGame = false;
    }
    activeCard1.flip();
    activeCard2.flip();
    activeCard1 = new HitArea();
    activeCard2 = new HitArea();
}
public void pause(int milliseconds)
{
    try{
      Thread.currentThread().sleep(milliseconds);
    }
    catch(InterruptedException e){
        System.out.println("Exception: " + e);
    }
}

public void mousePressed(MouseEvent e)
{
    int x = e.getX();
    int y = e.getY();

    for (int i = 0; i < cardNum; i++)
        if(cards[i].boundsCheck( x, y ) )
        {
            repaint();
            cards[i].flip();
            respond(cards[i]);
        }
}

我毫不怀疑我的代码中存在一些问题,所以请随时指出它们。我认为我的基本结构还可以,我宁愿不为这个项目创建多个线程(记住,这是基本的!)。

I am making the game Memory, when you pick two cards and if they match you get to keep them, otherwise you turn them back. If you then remember cards you have already chosen, you can venture a better guess on the next two cards.

The problem I have involves the repaint() method not immediately repainting.

When I flip the second card, no matter the outcome, I want to show both cards flipped right-side up before either discarding them or flipping them back over. I do this by calling sleep().

Of course if I repaint() the cards to flip them right-side up, wait a second, and then repaint() again based on their values, helpful little Java will only repaint once (I miss C!).

Basically I want to force invoke a update before I sleep(). I have read some other threads that basically say the best way is to create two threads to keep your logic and graphics separate, and then you can sleep() your logic and keep your GUI updating, but I am in the first semester of a first year CS course in high school, and I would want to keep it on the course's level (although I spent quite a bit of time over the summer web developing and coding in C).

Because I know the helpful folks on StackOverflow love to read code, here is the part of the program I am referring to below. The class HitArea is the Card object and the cards[] array contains an amount of HitArea's.(I haven't gotten to renaming the HitArea class). activeCard1 and activeCard2 are HitArea instances I use to keep track of the user's two selections, and the blank constructor is a reserved "invisible" HitArea, although I will change it to null later. Finally, cards.flip() inverts a toggle boolean which determines whether the card is right-side up.

public void respond(HitArea choice)
{
    if(choice.inGame)
    {
        if(activeCard1.value == 0 && activeCard1.value == 0)
            activeCard1 = choice;
        else if((!(activeCard1.value == 0) && activeCard2.value == 0) && (activeCard1.id != choice.id))
        {
            activeCard2 = choice;
            check();
        }

    }
}
public void check()
{
    update();
    pause(250);
    if(activeCard2.value == activeCard1.value)
    {
        score += 2;
        activeCard1.inGame = false;
        activeCard2.inGame = false;
    }
    activeCard1.flip();
    activeCard2.flip();
    activeCard1 = new HitArea();
    activeCard2 = new HitArea();
}
public void pause(int milliseconds)
{
    try{
      Thread.currentThread().sleep(milliseconds);
    }
    catch(InterruptedException e){
        System.out.println("Exception: " + e);
    }
}

public void mousePressed(MouseEvent e)
{
    int x = e.getX();
    int y = e.getY();

    for (int i = 0; i < cardNum; i++)
        if(cards[i].boundsCheck( x, y ) )
        {
            repaint();
            cards[i].flip();
            respond(cards[i]);
        }
}

I have no doubt there are some issues in my code, so feel free to point them out. I think my basic structure is okay, and I would rather not create multiple threads for this project (remember, it's basic!).

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生生漫 2024-12-13 20:42:09

不要在主 Swing 线程(即 EDT)上调用 Thread.sleep(...)。 曾经。而是使用 Swing 计时器。

考虑使用 JLabels 来显示图像,然后您可以通过简单地交换 ImageIcons 来“翻转”卡片。当第二张卡被翻转时,如果没有匹配,则启动一个延迟 xxxx 毫秒的非重复 Swing 计时器,并在计时器的 ActionListener 的 actionCommand 方法中将两个 JLabel 恢复为默认的 ImageIcon。

javax.swing.Timer 教程可以在这里找到:如何使用 Swing 计时器

编辑:
关于您关于使用 g.drawString 的评论:现在更容易了,因为您所要做的就是交换 JLabel 的文本。但稍后,如果您决定升级程序以显示图像,那么您就已经做好了一切准备。

编辑2:
关于您关于创建新 ActionListener 类的问题:我将为此使用匿名内部类。例如:

  int delayTime = 2 * 1000;
  javax.swing.Timer myTimer = new Timer(delayTime, new ActionListener() {

     @Override
     public void actionPerformed(ActionEvent e) {
        // TODO: put in the code you want called in xxx mSecs.
     }
  });
  myTimer.setRepeats(false);
  myTimer.start();

Don't call Thread.sleep(...) on the main Swing thread, the EDT. Ever. Instead use a Swing Timer.

Consider using JLabels to display your images, and then you could "flip" your cards by simply swapping out ImageIcons. When the second card has been flipped, if there's no match, start a non-repeating Swing Timer with a delay for xxxx ms, and in the Timer's ActionListener's actionCommand method have it revert both JLabel's back to the default ImageIcon.

The javax.swing.Timer tutorial can be found here: How to use Swing Timers

Edit:
Regarding your comment about using g.drawString: it's even easier now since all you have to do is swap out your JLabel's text. But later if you decide to upgrade the program to display images, you've got it all set to do this.

Edit 2:
Regarding your question about making a new ActionListener class: I'd use an anonymous inner class for this. For example:

  int delayTime = 2 * 1000;
  javax.swing.Timer myTimer = new Timer(delayTime, new ActionListener() {

     @Override
     public void actionPerformed(ActionEvent e) {
        // TODO: put in the code you want called in xxx mSecs.
     }
  });
  myTimer.setRepeats(false);
  myTimer.start();
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