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“线程中的异常”;AWT-EventQueue-0“;java.lang.ArrayIndexOutOfBoundsException:没有这样的子对象_Java_Multithreading_Swing_Indexoutofboundsexception - Fatal编程技术网

“线程中的异常”;AWT-EventQueue-0“;java.lang.ArrayIndexOutOfBoundsException:没有这样的子对象

“线程中的异常”;AWT-EventQueue-0“;java.lang.ArrayIndexOutOfBoundsException:没有这样的子对象,java,multithreading,swing,indexoutofboundsexception,Java,Multithreading,Swing,Indexoutofboundsexception,嗯。。我做了一个简单的射击游戏,我遇到了一个问题。这是一个例外 Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: No such child: 22 at java.awt.Container.getComponent(Container.java:334) at javax.swing.JComponent.rectangleIsObscured(JComponent.jav

嗯。。我做了一个简单的射击游戏,我遇到了一个问题。这是一个例外

Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: No such child: 22
  at java.awt.Container.getComponent(Container.java:334)
  at javax.swing.JComponent.rectangleIsObscured(JComponent.java:4390)
  at javax.swing.JComponent.paint(JComponent.java:1054)
  at javax.swing.JComponent.paintToOffscreen(JComponent.java:5210)
  at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(RepaintManager.java:1579)
  at javax.swing.RepaintManager$PaintManager.paint(RepaintManager.java:1502)
  at javax.swing.RepaintManager.paint(RepaintManager.java:1272)
  at javax.swing.JComponent._paintImmediately(JComponent.java:5158)
  at javax.swing.JComponent.paintImmediately(JComponent.java:4969)
  at javax.swing.RepaintManager$4.run(RepaintManager.java:831)
  at javax.swing.RepaintManager$4.run(RepaintManager.java:814)
  at java.security.AccessController.doPrivileged(Native Method)
  at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:80)
  at javax.swing.RepaintManager.paintDirtyRegions(RepaintManager.java:814)
  at javax.swing.RepaintManager.paintDirtyRegions(RepaintManager.java:789)
  at javax.swing.RepaintManager.prePaintDirtyRegions(RepaintManager.java:738)
  at javax.swing.RepaintManager.access$1200(RepaintManager.java:64)
  at javax.swing.RepaintManager$ProcessingRunnable.run(RepaintManager.java:1732)
  at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:311)
  at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:756)
  at java.awt.EventQueue.access$500(EventQueue.java:97)
  at java.awt.EventQueue$3.run(EventQueue.java:709)
  at java.awt.EventQueue$3.run(EventQueue.java:703)
  at java.security.AccessController.doPrivileged(Native Method)
  at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:80)
  at java.awt.EventQueue.dispatchEvent(EventQueue.java:726)
  at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:201)
  at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
  at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
  at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
  at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
  at java.awt.EventDispatchThread.run(EventDispatchThread.java:82)
如果有什么不寻常的事情,当我射出很多子弹时就会发生异常。 这是什么?我不知道出了什么问题,因为它工作得很好

package com.thread;

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;

public class ShootingGame extends JFrame{
    Container c;
    Enemy enemy;
    Thread th;
    public ShootingGame() {
        setTitle("Shooting Game");
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        setSize(500,360);
        c = getContentPane();

        enemy = new Enemy(new ImageIcon("images/enemy_plane.png"));
        Player player = new Player(new ImageIcon("images/player.png"));

        c.add(player, BorderLayout.SOUTH);
        c.add(enemy, BorderLayout.NORTH);
        c.addKeyListener(new KeyAdapter() { // listener for player move, bullet firing
            boolean leftControl = true;  // for only one move input receive
            boolean rightControl = true; // for only one move input receive
            @Override
            public void keyPressed(KeyEvent e) {  // player move, shoot occur
                if(e.getKeyCode() == KeyEvent.VK_LEFT && leftControl && rightControl) {  // Only one movement input is received.
                    leftControl = false;
                    player.pSpeed = -5;  // direction is left.
                    th = new Thread(player);  // player move while hoding key
                    th.start();
                } else if(e.getKeyCode() == KeyEvent.VK_RIGHT && rightControl && leftControl) {  // Only one movement input is received.
                    rightControl = false;
                    player.pSpeed = 5;  // direction is right
                    th = new Thread(player);  // player move while hoding key
                    th.start();
                }
                if(e.getKeyCode() == KeyEvent.VK_SPACE) {  // shoot bullet
                    Bullet bul = new Bullet(new ImageIcon("images/bullet.png"));
                    bul.setSize(16,16);
                    bul.setLocation(player.getX()+c.getWidth()/2-10,player.getY());
                    c.add(bul);
                    c.repaint();
                }
            }
            @Override
            public void keyReleased(KeyEvent e) { // if keyReleased, ready to receive right or left move input
                if (e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_RIGHT) {   
                    th.interrupt();  // quit move thread.
                    leftControl = true;  // ready to receive move input
                    rightControl = true;  // readt to receive move input
                }
            }
        });
        setVisible(true);
        c.requestFocus();
    }
    class Enemy extends JLabel implements Runnable{ // enemyplane info
        int speed;
        public Enemy(ImageIcon enemyplane) {
            super(enemyplane);
            this.setSize(64,64);
            this.setVerticalAlignment(TOP);
            this.setHorizontalAlignment(LEFT);
            Thread th = new Thread(this);
            th.start();
        }

        @Override
        public void run() {  // enemy plane move on x-Axis not change y-Axis
            speed = -5;
            int homeX = this.getX();
            int homeY = this.getY();
            while (true) {
                this.setLocation(homeX + speed, homeY);
                if (homeX + speed > -60) {
                    speed -= 5;
                } else {
                    speed = 0;
                }
                homeX = c.getWidth(); // to fit in frame size
                try {
                    Thread.sleep(20);  // 20millsecond, move
                } catch (InterruptedException e) {
                    return;
                }
            }
        }
    }
    class Player extends JLabel implements Runnable { // player plane
        int pSpeed;
        public Player(ImageIcon controlPlane) {
            super(controlPlane);
            this.setSize(64,64);
            this.setVerticalAlignment(BOTTOM);
            this.setHorizontalAlignment(CENTER);
        }
        @Override
        public void run() { // player move thread
            int pXPosition = this.getX();
            int pYPosition = this.getY();
            while (true) {
                pXPosition += pSpeed;
                this.setLocation(pXPosition, pYPosition);
                if (pXPosition <= -c.getWidth()/2) { // Move within frame only
                    pXPosition = c.getWidth()/2;
                } else if (pXPosition > c.getWidth()/2) { // Move within frame only
                    pXPosition = -c.getWidth()/2;
                }
                try {
                    Thread.sleep(25);  // 25millsecond, move
                } catch (InterruptedException e) {
                    return;
                }
            }
        }
    }
    class Bullet extends JLabel implements Runnable {
        public Bullet(ImageIcon bullet) {
            super(bullet);
            Thread bulletthread = new Thread(this);
            bulletthread.start();
        }
        @Override
        public void run() {  // bullet is move to top from player.
            int bulXPosition = this.getX();
            int bulYPosition = this.getY();
            while(true) {
                bulYPosition -= 10;
                this.setLocation(bulXPosition,bulYPosition);
                if(bulYPosition <= enemy.getY() + 50 && bulYPosition >= enemy.getY()) {
                    if(bulXPosition <= enemy.getX() + 48 && bulXPosition >= enemy.getX()) {   // if enemy hit, bullet is removed and thread quit
                        enemy.speed = 200;
                        c.remove(this);
                        break;
                    }
                }
                if (bulYPosition < -16) { // if bullet is out of frame, bullet is removed
                    c.remove(this);
                    break;
                }
                try {
                    Thread.sleep(25);  // 25millsecond, move
                } catch (InterruptedException e) {
                    return;
                }
            }
        }
    }
    public static void main(String[] args) {
        new ShootingGame();
    }
}
package.com.thread;
导入javax.swing.*;
导入java.awt.*;
导入java.awt.event.*;
公共类射击游戏扩展JFrame{
容器c;
敌人;
螺纹th;
公共射击游戏{
片名(“射击游戏”);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
设置大小(500360);
c=getContentPane();
敌人=新敌人(新的图像图标(“images/敌方飞机.png”);
Player Player=新播放器(新图像图标(“images/Player.png”);
c、 添加(玩家,BorderLayout.SOUTH);
c、 添加(敌人,边界布局。北部);
c、 addKeyListener(新的KeyAdapter(){//listener,用于玩家移动、子弹射击
布尔leftControl=true;//仅用于一次移动输入接收
布尔rightControl=true;//仅用于一次移动输入接收
@凌驾
按下公共无效键(按键事件e){//玩家移动,射击发生
如果(e.getKeyCode()==KeyEvent.VK_LEFT&&leftControl&&rightControl){//只接收到一个移动输入。
leftControl=false;
player.pSpeed=-5;//方向为左。
th=新线程(玩家);//玩家在按键盘时移动
th.start();
}否则,如果(e.getKeyCode()==KeyEvent.VK_RIGHT&&rightControl&&leftControl){//只接收到一个移动输入。
rightControl=false;
player.pSpeed=5;//方向正确
th=新线程(玩家);//玩家在按键盘时移动
th.start();
}
如果(e.getKeyCode()==KeyEvent.VK_SPACE){//shot bullet
Bullet bul=新项目符号(新图像图标(“images/Bullet.png”);
灯泡设置尺寸(16,16);
bul.setLocation(player.getX()+c.getWidth()/2-10,player.getY());
c、 添加(bul);
c、 重新油漆();
}
}
@凌驾
public void keyereleased(KeyEvent e){//如果keyereleased,准备接收向右或向左移动输入
如果(e.getKeyCode()==KeyEvent.VK_LEFT | | e.getKeyCode()==KeyEvent.VK_RIGHT){
th.interrupt();//退出移动线程。
leftControl=true;//准备接收移动输入
rightControl=true;//读取以接收移动输入
}
}
});
setVisible(真);
c、 requestFocus();
}
类JLabel实现可运行的{//enemyplane info
整数速度;
公敌(我的飞机){
超级飞机;
这个.setSize(64,64);
此项。设置垂直对齐(顶部);
这是。设置水平对齐(左);
螺纹th=新螺纹(此);
th.start();
}
@凌驾
public void run(){//敌机在x轴上移动不改变y轴
速度=-5;
int homeX=this.getX();
int homeY=this.getY();
while(true){
此.setLocation(homeX+速度,homeY);
如果(homeX+速度>-60){
速度-=5;
}否则{
速度=0;
}
homeX=c.getWidth();//以适应帧大小
试一试{
线程。睡眠(20);//20毫秒,移动
}捕捉(中断异常e){
返回;
}
}
}
}
类Player扩展JLabel实现可运行的{//Player平面
int-pSpeed;
公共播放器(图像图标控制平面){
超级(控制平面);
这个.setSize(64,64);
此。设置垂直对齐(底部);
此设置水平对齐(中心);
}
@凌驾
public void run(){//player移动线程
int pXPosition=this.getX();
int pYPosition=this.getY();
while(true){
pXPosition+=pSpeed;
此设置位置(pXPosition,pYPosition);
如果(pXPosition c.getWidth()/2){//仅在帧内移动
pXPosition=-c.getWidth()/2;
}
试一试{
线程。睡眠(25);/25毫秒,移动
}捕捉(中断异常e){
返回;
}
}
}
}
类Bullet扩展了JLabel实现Runnable{
公共项目符号(图像图标项目符号){
超级(子弹);
螺纹号螺纹=新螺纹(此);
bulletthread.start();
}
@凌驾
public void run(){//bullet从播放器移到顶部。
int bulXPosition=this.getX();
int bulYPosition=this.getY();
while(true){
球位-=10;
这个.setLocation(bulXPosition,bulYPosition);
if(bulYPosition=敌方.getY()){
如果(bulXPosition=bye.getX()){//如果敌人击中,子弹被移除,线程退出
速度=200;
c、 移除(此);
打破
}
}
如果(bulYPosition<-16){//如果项目符号超出框架,则项目符号被移除
c、 移除(此);
打破
}
试一试{
线程。睡眠(25);/25毫秒,移动
}打断