Java – move background image in swing

Hello, I'm a novice programmer. We have a project We created a simple racing game with a moving background, but I insisted on my code and I didn't know what to do I need a moving background at the beginning of the game. Please help me I'm begging t_ T

This is my code:

public class Game extends JFrame implements KeyListener,ActionListener {

    Random s = new Random();
    int x = 0,y = 50,a = 0,b = 250,f = 900,a1 = 0,b2 = 350,a2 = 0,b3 = 150;
    int Move;
    int value;
    JLabel spriteLabel1 = new JLabel(new ImageIcon("ss.gif"));
    JLabel spriteLabel2 = new JLabel(new ImageIcon("ss.gif"));
    JLabel spriteLabel3 = new JLabel(new ImageIcon("ss.gif"));
    JLabel spriteLabel4 = new JLabel(new ImageIcon("ss.gif"));
    JLabel background = new JLabel(new ImageIcon("geren.png"));
    Timer T1 = new Timer(5000,this);
    Timer T = new Timer(5,this);

    public static void main(String args[]) {
        new Game();
    }

    public Game() {
        Container c = getContentPane();
        c.setLayout(null);
        c.add(spriteLabel1);
        c.add(spriteLabel2);
        c.add(spriteLabel3);
        c.add(spriteLabel4);
        c.add(background);
        background.setBounds(0,1024,768);
        addKeyListener(this);
        setSize(1000,750);
        setVisible(true);
    }

    public void paint(Graphics g) {
        super.paint(g);
        spriteLabel1.setBounds(x,y,60,1000);
        spriteLabel2.setBounds(a,b,800);
        spriteLabel3.setBounds(a1,b2,500);
        spriteLabel4.setBounds(a2,b3,650);
    }

    public void keyPressed(KeyEvent e) {
        String k = e.getKeyText(e.getKeyCode());
        if (k.equals("D")) {
            if (a != f) {
                x = x + 15;
                spriteLabel1.setIcon(new ImageIcon("ss.gif"));
                repaint();
                if (x > f) {
                    x = f;
                    spriteLabel1.setIcon(new ImageIcon("ss.gif"));
                    //JOptionPane.showMessageDialog(null,"Congratulations!! 
                    //Sanji wins!","Result",JOptionPane.PLAIN_MESSAGE,//new ImageIcon("evolve sanji.gif"));
                    //System.exit(0);
                }
                repaint();
            }
        }
        T.stop();
    }

    if(k.equals ( 
        "D")) 
    {
        if (x != f) {
            T.start();
            Move = 3;
        }
    }

    public void keyReleased(KeyEvent e) {
    }

    public void keyTyped(KeyEvent e) {
    }

    public void actionPerformed(ActionEvent e) {
        if (Move == 3) {
            a = a + (s.nextInt(3));
            a = a + value;
            if (a > f) {
                a = f;
            }
            spriteLabel2.setIcon(new ImageIcon("ss.gif"));
            spriteLabel2.setBounds(a,100,800);
        }
        if (a == f) {
            if (Move == 3) {
                a1 = a1 + (s.nextInt(3));
                a1 = a1 + value;
                if (a1 > f) {
                    a1 = f;
                }
                spriteLabel3.setIcon(new ImageIcon("ss.gif"));
                spriteLabel3.setBounds(a1,500);
            }
            if (Move == 3) {
                a2 = a2 + (s.nextInt(5));
                a2 = a2 + value;
                if (a2 > f) {
                    a2 = f;
                }
                spriteLabel4.setIcon(new ImageIcon("ss.gif"));
                spriteLabel4.setBounds(a2,650);
            }

        }
    }
}

Solution

This is the spoiler

This is meat

I see you did something wrong:

>Keep creating new images Just use the same image. > Instead of using labels, I will just draw an image / bufferedimage on the painting surface. > Forget two timers You can use an expiration date That's the way you run your country. > Do not make any logic in the paint method In your current situation, you don't even need it because you don't even draw anything In my example, although I drew an image. > Do not paint on JFrame and overwrite the paint Instead, overwrite paintcomponent in JPanel and add the panel to the frame. > Finally, key components, usage (from graphics) –

public abstract boolean drawImage(Image img,int dx1,int dy1,int dx2,int dy2,int sx1,int sy1,int sx2,int sy2,ImageObserver observer)

You can get a better explanation in this post Basically, point s is the source image, so you can move SX1 and SX2 during the animation, which draws part of the moving image on the d-point painting surface

If you don't know how to make custom painting, I suggest you use performing custom painting

This is a complete example

(note that my image for the background is 2000 × 350)

import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;

import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;

public class MovingBackgroundDemo {

    public MovingBackgroundDemo() {
        JFrame frame = new JFrame();
        frame.setDefaultCloSEOperation(JFrame.EXIT_ON_CLOSE);
        frame.add(new AnimatingPanel());
        frame.pack();
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);
    }

    private class AnimatingPanel extends JPanel {
        private static final int DIM_W = 350;
        private static final int DIM_H = 350;
        private static final int INCREMENT = 10;

        private BufferedImage backgroundImage;
        private Image runnerImage;

        private int dx1,dy1,dx2,dy2;
        private int srcx1,srcy1,srcx2,srcy2;
        private int IMAGE_WIDTH;

        public AnimatingPanel() {
            initImages();
            initImagePoints();
            Timer timer = new Timer(40,new ActionListener() {
                public void actionPerformed(ActionEvent e) {
                    moveBackground();
                    repaint();
                }
            });
            timer.start();

            FlowLayout layout = (FlowLayout)getLayout();
            layout.setHgap(0);
            layout.setVgap(0);
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            g.setColor(Color.WHITE);
            g.fillRect(0,getWidth(),getHeight());
            g.drawImage(backgroundImage,dx1,dy2,srcx1,srcy2,this);
            g.drawImage(runnerImage,getHeight(),this);
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(350,350);
        }

        private void initImagePoints() {
            dx1 = 0;
            dy1 = 0;
            dx2 = DIM_W;
            dy2 = DIM_H;
            srcx1 = 0;
            srcy1 = 0;
            srcx2 = DIM_W;
            srcy2 = DIM_H;
        }

        private void initImages() {
            try {
                runnerImage = new ImageIcon(getClass().getResource("runner.gif")).getImage();
                backgroundImage = ImageIO.read(getClass().getResource(
                        "background.png"));
                IMAGE_WIDTH = backgroundImage.getWidth();
                System.out.println(IMAGE_WIDTH);
            } catch (Exception ex) {
                ex.printStackTrace();
            }
        }

        private void moveBackground() {
            if (srcx1 > IMAGE_WIDTH) {
                srcx1 = 0 - DIM_W;
                srcx2 = 0;
            } else {
                srcx1 += INCREMENT;
                srcx2 += INCREMENT;
            }
        }
    }

    public static void main(String[] args) {
        SwingUtilities.invokelater(new Runnable() {
            public void run() {
                new MovingBackgroundDemo();
            }
        });
    }
}
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