所以,你实际上问两个问题:
- 如何动画对象的数量
- 如何旋转对象(作为时钟不需要旋转)
旋转
2D图形中的旋转相对简单,并提供了多种可能的选项。我打算使用AffineTransform
作为个人偏好。
我们需要几件事情添加到ArcsPanel
,我们需要一个angle
,它代表旋转的当前角度,和delta
,其代表着每个动画运动通过量...
public static class ArcsPanel extends JPanel {
protected static final float DELTA = 1.0f;
private float angle = 0;
有了这些信息,我们可以简单地修改paintComponent
方法来支持angle
性能和应用AffineTransform
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int xCenter = getWidth()/2;
int yCenter = getHeight()/2;
int radius = (int) (Math.min(getWidth(), getHeight()) * 0.4);
g2d.setTransform(AffineTransform.getRotateInstance(Math.toRadians(angle), xCenter, yCenter));
int x = xCenter - radius;
int y = yCenter - radius;
g2d.fillArc(x, y, 2 * radius, 2 * radius, 0, 30);
g2d.fillArc(x, y, 2 * radius, 2 * radius, 90, 30);
g2d.fillArc(x, y, 2 * radius, 2 * radius, 180, 30);
g2d.fillArc(x, y, 2 * radius, 2 * radius, 270, 30);
g2d.dispose();
}
Animati ng许多对象
尽管您可能会想,但您不需要更多线程,实际上您只需要一个线程。这一个线程将通知所有你想更新的对象,他们应该更新他们的动画状态。这个线程并不关心他们如何做到这一点,它只会推动这个过程。同样,你的物体并不关心发动机是如何工作的,只是它会定期通知他们。
现在,Swing既是单线程的,也不是线程安全的。这在处理线程时引发了一些问题。您不能在Event Dispatching Thread的上下文中运行长时间运行或阻塞操作,也不应该从EDT外部更新UI的状态。
为了简单起见,Swing Timer
是一个完美的选择,因为它等待EDT,但触发它在EDT中的更新。
首先,我们需要一些方法让引擎告诉其他对象他们应该更新自己。当然,您可以简单地维护对其他组件的直接引用,但这既增加了对象之间的耦合,也限制了引擎的可重用性。
相反,我们定义了一个简单的接口...
public interface Animatable {
public void updateAnimatedState();
}
希望得到通知的所有对象均实现这个interface
,可以与发动机
public class Engine {
private List<Animatable> animatables;
private Timer timer;
public Engine() {
animatables = new ArrayList<>(4);
timer = new Timer(10, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
for (Animatable animatable : animatables) {
animatable.updateAnimatedState();
}
}
});
}
public void add(Animatable animatable) {
animatables.add(animatable);
}
public void start() {
timer.start();
}
public void stop() {
timer.stop();
}
}
现在注册,我们需要做的是更新的两种成分...
public static class ArcsPanel extends JPanel implements Animatable {
//...
@Override
public void updateAnimatedState() {
angle += DELTA;
repaint();
}
}
public class StillClock extends JPanel implements Animatable {
//...
@Override
public void updateAnimatedState() {
setCurrentTime();
repaint();
}
}
您会注意到我已经稍微修改了您的代码,以便两个组件现在都从JPanel
延伸,从JFrame
延伸的极其有限克,一般不鼓励。
最后,我们只需要设置这一切......
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
ArcsPanel arcPanel = new ArcsPanel();
StillClock clockPanel = new StillClock();
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new GridLayout(0, 2));
frame.add(arcPanel);
frame.add(clockPanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
Engine engine = new Engine();
engine.add(arcPanel);
engine.add(clockPanel);
engine.start();
}
});
}
}
Runnable的例子...
而且因为我知道如何混乱的一堆乱背景下的代码片段可以是...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.AffineTransform;
import java.util.ArrayList;
import java.util.Calendar;
import java.util.GregorianCalendar;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
ArcsPanel arcPanel = new ArcsPanel();
StillClock clockPanel = new StillClock();
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new GridLayout(0, 2));
frame.add(arcPanel);
frame.add(clockPanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
Engine engine = new Engine();
engine.add(arcPanel);
engine.add(clockPanel);
engine.start();
}
});
}
public class Engine {
private List<Animatable> animatables;
private Timer timer;
public Engine() {
animatables = new ArrayList<>(4);
timer = new Timer(10, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
for (Animatable animatable : animatables) {
animatable.updateAnimatedState();
}
}
});
}
public void add(Animatable animatable) {
animatables.add(animatable);
}
public void start() {
timer.start();
}
public void stop() {
timer.stop();
}
}
public interface Animatable {
public void updateAnimatedState();
}
public static class ArcsPanel extends JPanel implements Animatable {
protected static final float DELTA = 1.0f;
private float angle = 0;
@Override
public Dimension getPreferredSize() {
return new Dimension(300, 300);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int xCenter = getWidth()/2;
int yCenter = getHeight()/2;
int radius = (int) (Math.min(getWidth(), getHeight()) * 0.4);
g2d.setTransform(AffineTransform.getRotateInstance(Math.toRadians(angle), xCenter, yCenter));
int x = xCenter - radius;
int y = yCenter - radius;
g2d.fillArc(x, y, 2 * radius, 2 * radius, 0, 30);
g2d.fillArc(x, y, 2 * radius, 2 * radius, 90, 30);
g2d.fillArc(x, y, 2 * radius, 2 * radius, 180, 30);
g2d.fillArc(x, y, 2 * radius, 2 * radius, 270, 30);
g2d.dispose();
}
@Override
public void updateAnimatedState() {
angle += DELTA;
repaint();
}
}
public class StillClock extends JPanel implements Animatable {
private int hour;
private int minute;
private int second;
public StillClock() {
setCurrentTime();
}
public StillClock(int hour, int minute, int second) {
this.hour = hour;
this.minute = minute;
this.second = second;
}
@Override
public Dimension getPreferredSize() {
return new Dimension(300, 300);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Initialize clock parameters
int clockRadius
= (int) (Math.min(getWidth(), getHeight()) * 0.8 * 0.5);
int xCenter = getWidth()/2;
int yCenter = getHeight()/2;
// Draw circle
g.setColor(Color.black);
g.drawOval(xCenter - clockRadius, yCenter - clockRadius,
2 * clockRadius, 2 * clockRadius);
g.drawString("12", xCenter - 5, yCenter - clockRadius + 12);
g.drawString("9", xCenter - clockRadius + 3, yCenter + 5);
g.drawString("3", xCenter + clockRadius - 10, yCenter + 3);
g.drawString("6", xCenter - 3, yCenter + clockRadius - 3);
// Draw second hand
int sLength = (int) (clockRadius * 0.8);
int xSecond = (int) (xCenter + sLength
* Math.sin(second * (2 * Math.PI/60)));
int ySecond = (int) (yCenter - sLength
* Math.cos(second * (2 * Math.PI/60)));
g.setColor(Color.red);
g.drawLine(xCenter, yCenter, xSecond, ySecond);
// Draw minute hand
int mLength = (int) (clockRadius * 0.65);
int xMinute = (int) (xCenter + mLength
* Math.sin(minute * (2 * Math.PI/60)));
int yMinute = (int) (yCenter - mLength
* Math.cos(minute * (2 * Math.PI/60)));
g.setColor(Color.blue);
g.drawLine(xCenter, yCenter, xMinute, yMinute);
// Draw hour hand
int hLength = (int) (clockRadius * 0.5);
int xHour = (int) (xCenter + hLength
* Math.sin((hour % 12 + minute/60.0) * (2 * Math.PI/12)));
int yHour = (int) (yCenter - hLength
* Math.cos((hour % 12 + minute/60.0) * (2 * Math.PI/12)));
g.setColor(Color.green);
g.drawLine(xCenter, yCenter, xHour, yHour);
}
public void setCurrentTime() {
// Construct a calendar for the current date and time
Calendar calendar = new GregorianCalendar();
// Set current hour, minute and second
this.hour = calendar.get(Calendar.HOUR_OF_DAY);
this.minute = calendar.get(Calendar.MINUTE);
this.second = calendar.get(Calendar.SECOND);
}
@Override
public void updateAnimatedState() {
setCurrentTime();
repaint();
}
}
}
开始由具有看看摇摆定时器来更新你根据 – MadProgrammer
什么是你想旋转的状态,发生了什么,为什么这是不正确的,应该怎样HAP钢笔? – vandale
@vandale我想旋转时钟和风扇板的腿 – Marina