Swing 刽子手游戏背景图像不高效?

Swing 刽子手游戏背景图像不高效?,swing,jframe,jpanel,jlabel,Swing,Jframe,Jpanel,Jlabel,我正在做一个刽子手游戏,我的代码似乎没有给我提供太多的使用布局的自由。我在JFrame中添加了一个图像,然后在图像中添加了一个JPanel,用于所有的jLabel和JTextFields,但在我看来,这是低效的,因为为了更改JTextFields或jLabel的布局,我必须更改图像的布局,这会弄乱整个游戏的外观。我怎样才能使这段代码更高效,并让自己更自由地更改我的jlabel和JTextFields的布局,而不会把一切都搞糟?感谢您在advanced中的帮助 /*PACKAGE DECLARA

我正在做一个刽子手游戏,我的代码似乎没有给我提供太多的使用布局的自由。我在JFrame中添加了一个图像,然后在图像中添加了一个JPanel,用于所有的jLabel和JTextFields,但在我看来,这是低效的,因为为了更改JTextFields或jLabel的布局,我必须更改图像的布局,这会弄乱整个游戏的外观。我怎样才能使这段代码更高效,并让自己更自由地更改我的jlabel和JTextFields的布局,而不会把一切都搞糟?感谢您在advanced中的帮助

 /*PACKAGE DECLARATION*/
    package Game;

    import java.awt.Font;
    import java.awt.event.ActionEvent;
    import java.awt.event.ActionListener;
    import javax.swing.*;


    /************************
     * GAME MECHANICS CLASS *
     * **********************/
    public class GameStructure {

        /* INSTANCE DECLARATIONS */
        private String []wordList = {"computer","java","activity","alaska","appearance","article",
               "automobile","basket","birthday","canada","central","character","chicken","chosen",
               "cutting","daily","darkness","diagram","disappear","driving","effort","establish","exact",
               "establishment","fifteen","football","foreign","frequently","frighten","function","gradually",
               "hurried","identity","importance","impossible","invented","italian","journey","lincoln",
               "london","massage","minerals","outer","paint","particles","personal","physical","progress",
               "quarter","recognise","replace","rhythm","situation","slightly","steady","stepped",
               "strike","successful","sudden","terrible","traffic","unusual","volume","yesterday"};
        private int []length = new int [64];
        private JTextField tf;//text field instance variable (used)
        private JLabel jl2;//label instance variable (used)
        private JLabel jl3;//label instance (working on)
        private String letter;


        /*****************
         * LENGTH METHOD *
         * ***************/
        public void length(){

            jl3 = new JLabel();

            int j = 0;
            for(j = 0; j<64; j++) {

                length[j] = wordList[j].length();//gets length of words in wordList
            }//end for

            int l = 0;
            String line = "";
            //create line first then put into .setText
            for(int m = 0; m<length[l]; m++) {

                line += "__ ";
                l++;
            }//end for
            jl3.setText(line);

            }//end length method


        /*****************
         * WINDOW METHOD *
         * ***************/
        public void window() {

        LoadImageApp i = new LoadImageApp();//calling image class

        JFrame gameFrame = new JFrame();//declaration
        JPanel jp = new JPanel();
        //JPanel jp2 = new JPanel();//jpanel for blanks
        JLabel jl = new JLabel("Enter a Letter:");//prompt with label

        jl.setFont(new Font("Rockwell", Font.PLAIN, 20));//set font

        tf = new JTextField(1);//length of text field by character
        jl2 = new JLabel("Letters Used:    ");

        tf.setFont(new Font("Rockwell", Font.PLAIN, 20));//set font
        jl2.setFont(new Font("Rockwell", Font.PLAIN, 20));//set font

        jp.add(jl);//add label to panel
        jp.add(tf);//add text field to panel
        jp.add(jl2);//add letters used

        gameFrame.add(i); //adds background image to window
        i.add(jp); // adds panel containing label to background image panel

        gameFrame.setTitle("Hangman");//title of frame window
        gameFrame.setSize(850, 600);//sets size of frame
        gameFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//exit when 'x' button pressed
        gameFrame.setIconImage(new ImageIcon("Hangman-Game-grey.png").getImage());//set the frame icon to an image loaded from a file
        gameFrame.setLocationRelativeTo(null);//window centered
        gameFrame.setResizable(false);//user can not resize window
        gameFrame.setVisible(true);//display frame

      }//end window method


        /*********************
         * USER INPUT METHOD *
         * *******************/
        public void userInput() {

            tf.addActionListener(new ActionListener() {
            @Override
            public void actionPerformed(ActionEvent e) {//when enter key pressed

                JTextField tf = (JTextField)e.getSource();

                letter = tf.getText();
                jl2.setText(jl2.getText() + letter + " ");//sets jlabel text to users entered letter

                }//end actionPerformed method

            });

        }//end userInput method

    }//end GameMechanics class



    /*PACKAGE DECLARATION*/
    package Game;


    /***********************
     * IMPORT DECLARATIONS *
     * *********************/
    import java.awt.BorderLayout;
    import java.awt.Graphics;
    import javax.swing.ImageIcon;
    import javax.swing.JPanel;


    /***************
     * IMAGE CLASS *
     * *************/
    public class LoadImageApp extends JPanel {

        private static final long serialVersionUID = 1L;

            private ImageIcon image;


            /***********************
             * PAINT IMAGE METHOD *
             * *********************/
            public void paintComponent (Graphics g) {

                //setLayout(new BorderLayout());

                super.paintComponent(g);
                image = new ImageIcon("hangman.png");//image name & type
                image.paintIcon(this, g, 270, 20);

            }//end paintComponent method

    }//end LoadImageApp class

    /*PACKAGE DECLARATION*/
    package Game;


    /*******************
     * GAME MAIN CLASS *
     * *****************/
    public class GameMain {


        /***************
         * MAIN METHOD *
         * *************/
        public static void main (String []args) {

            GameStructure game = new GameStructure();//declaration
            game.length();
            game.window();
            game.userInput();

        }//end main method

    }//end GameMain class
/*包声明*/
包装游戏;
导入java.awt.Font;
导入java.awt.event.ActionEvent;
导入java.awt.event.ActionListener;
导入javax.swing.*;
/************************
*游戏力学课*
* **********************/
公共类游戏结构{
/*实例声明*/
私有字符串[]单词列表={“计算机”、“java”、“活动”、“阿拉斯加”、“外观”、“文章”,
“汽车”、“篮子”、“生日”、“加拿大”、“中央”、“人物”、“鸡肉”、“精选”,
“切割”、“每日”、“黑暗”、“图表”、“消失”、“驱动”、“努力”、“建立”、“精确”,
“建立”、“十五”、“足球”、“外国”、“频繁”、“恐惧”、“功能”、“逐渐”,
“匆忙”、“身份”、“重要性”、“不可能”、“发明”、“意大利语”、“旅程”、“林肯”,
“伦敦”、“按摩”、“矿物”、“外部”、“油漆”、“颗粒”、“个人”、“身体”、“进步”,
“四分之一”,“识别”,“替换”,“节奏”,“情况”,“轻微”,“稳定”,“步伐”,
“罢工”、“成功”、“突然”、“可怕”、“交通”、“异常”、“数量”、“昨天”};
私有整数[]长度=新整数[64];
私有JTextField;//文本字段实例变量(已使用)
私有JLabel jl2;//标签实例变量(已使用)
私有JLabel jl3;//标签实例(正在处理)
私人字符串字母;
/*****************
*长度法*
* ***************/
公共空间长度(){
jl3=新的JLabel();
int j=0;
对于(j=0;j一些建议:

  • 不要重写JPanel的
    paint(…)
    方法,而是它的
    paintComponent(Graphics g)
    方法,除非您需要更改它呈现其子组件或其边框的方式(您不需要)。通过这样做,您还可以获得一些Swing Graphics的优势,包括自动双缓冲
  • 永远不要将图像读入
    paint
    paintComponent
    方法。这些方法是GUI对用户的响应程度的主要决定因素之一,因此您永远不希望在该方法中执行文件I/O。此外,为什么每次使用paint或paintComponent时,都会让代码低效地重新读取相同的图像lled?为什么不简单地将图像或ImageIcon存储在一个变量中一次,然后使用它呢
  • 学习并使用布局管理器
  • 在绘图或图像渲染JPanel上使用的JPanel通常应该是非不透明的-因此一定要在它们上调用
    setOpaque(false)
    ,在其他一些重叠的Swing组件上也要调用
\uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu 编辑 例如,下面是我的示例,它显示了获取图像的示例(这里是从internet获取的)在一个类构造函数中。还要注意,我的SCSCE将在连接到Internet的任何计算机上工作,因为它不需要图像文件,不像您的。还没有与显示GUI相关的代码,使剩下的代码更符合问题。下次在发布SSCCE时考虑这样做。

import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;

import javax.imageio.ImageIO;
import javax.swing.*;

class GameStructure {
   private JTextField tf;
   private JLabel jl2;

   public void window() {
      LoadImageApp loadImageApp = new LoadImageApp();
      JFrame gameFrame = new JFrame();
      JPanel jp = new JPanel();
      jp.setOpaque(false); //!!
      jp.setBorder(BorderFactory.createTitledBorder("jp"));
      JLabel jl = new JLabel("Enter a Letter:");
      jl.setFont(new Font("Rockwell", Font.PLAIN, 20));
      tf = new JTextField(1);
      jl2 = new JLabel("Letters Used:    ");
      tf.setFont(new Font("Rockwell", Font.PLAIN, 20));
      jl2.setFont(new Font("Rockwell", Font.PLAIN, 20));
      jp.add(jl);
      jp.add(tf);
      jp.add(jl2);
      gameFrame.add(loadImageApp);
      loadImageApp.add(jp);
      gameFrame.setTitle("Hangman");
      gameFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
      // gameFrame.setIconImage(
      // new ImageIcon("Hangman-Game-grey.png").getImage());
      gameFrame.setResizable(false);
      gameFrame.pack();
      gameFrame.setLocationRelativeTo(null);
      gameFrame.setVisible(true);
   }
}

class LoadImageApp extends JPanel {
   private static final long serialVersionUID = 1L;
   private static final int PREF_W = 850;
   private static final int PREF_H = 600;
   private BufferedImage img;

   public LoadImageApp() {
      // just used as an example public image
      String spec = "https://duke.kenai.com/"
            + "SunRIP/.Midsize/SunRIP.png.png";    
      URL url;
      try {
         url = new URL(spec);
         img = ImageIO.read(url);
      } catch (MalformedURLException e) {
         e.printStackTrace();
      } catch (IOException e) {
         e.printStackTrace();
      }
   }

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

   public void paintComponent(Graphics g) {
      super.paintComponent(g);
      if (img != null) {
         g.drawImage(img, 0, 0, getWidth(), getHeight(), this);
      }
   }
}

public class GameMain {
   public static void main(String[] args) {
      GameStructure game = new GameStructure();
      game.window();
   }
}

看看你在代码审查上发布了同样的问题!现在,双重发布只是浪费我们的时间,对我们和其他人都不公平。请不要这样做!但是@jzd的答案是1+。那么我应该根本不使用paintComponent来获得我的图像吗?如果是,我应该使用什么?@Anon:到第一部分:上面已经回答了。到第二部分:你可以n读入一次,也许是在构造函数中。