Java – how do I initialize graphics G?
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Java
I want to display gameover images in Pacman games at the end of my life But I call paintgameoverscreen (graphics g), and then I need to initialize g. is there any other way to do this?
This is my lives course
import java.awt.Color; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferedImage; import javax.imageio.ImageIO; import javax.swing.ImageIcon; public class Lives{ private int lives; public Lives() { lives = 1; } public void removeLife() { lives--; if(lives==0){ System.out.println("END GAME"); paintGameOverScreen(g); System.exit(0); } } public void paintGameOverScreen(Graphics g) { ImageIcon i = new ImageIcon("src\image"); Image image = i.getImage(); int x = 0; int y = 0; g.drawImage(image,x,y,100,null); } public void paint(Graphics g) { g.setColor(Color.WHITE); g.fillRect(5*20,25*20,30); g.setColor(Color.BLACK); String result = "Lives: " + lives; g.drawString(result,6*20,26*20); } }
Solution
You will never call paint () or paintcomponent () by yourself. You always set the corresponding graphics through repeat ()
Just to show what @ mkorbel refers to:
import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.net.MalformedURLException; import java.net.URL; import javax.swing.ImageIcon; import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.SwingUtilities; import javax.swing.Timer; public class Lives extends JPanel { private int lives; private ImageIcon gameOverImage; public Lives() { try { gameOverImage = new ImageIcon(new URL("http://imgup.motion-twin.com/dinorpg/0/f/77acf80b_989624.jpg")); } catch (MalformedURLException e) { // TODO Auto-generated catch block e.printStackTrace(); } lives = 5; } public void removeLife() { if (lives > 0) { lives--; System.out.println("Left lives: " + lives); repaint(); } } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); if (lives > 0) { System.out.println("Still have " + lives + " lives"); g.setColor(Color.WHITE); g.fillRect(5 * 20,25 * 20,30); g.setColor(Color.BLACK); String result = "Lives: " + lives; g.drawString(result,6 * 20,26 * 20); } else if (gameOverImage != null) { System.out.println("Game over"); int x = (getWidth() - gameOverImage.getIconWidth()) / 2; int y = (getHeight() - gameOverImage.getIconHeight()) / 2; g.drawImage(gameOverImage.getImage(),gameOverImage.getIconWidth(),gameOverImage.getIconHeight(),this); } } @Override public Dimension getPreferredSize() { return new Dimension(800,600); } public static void main(String[] args) { SwingUtilities.invokelater(new Runnable() { @Override public void run() { JFrame frame = new JFrame(Lives.class.getSimpleName()); frame.setDefaultCloSEOperation(JFrame.EXIT_ON_CLOSE); final Lives lives = new Lives(); frame.add(lives); frame.pack(); frame.setVisible(true); // Dummy timer that reduces the lives every second. For demo purposes only of course Timer t = new Timer(1000,new ActionListener() { @Override public void actionPerformed(ActionEvent e) { lives.removeLife(); } }); t.start(); } }); } }
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