文章目录
- 前言
- 什么是Java GUI
- 一、打开IDEA 新建一个Maven项目(后续可以打包、引入相关依赖也很容易)
- 二、引入依赖
- 三.绘制UI界面
- 四.绘制JPanel面板
- 总结
前言
什么是Java GUI
Java UI,即Java用户界面,是指使用Java编程语言创建的图形用户界面(GUI)。Java提供了多种工具和技术来创建和管理用户界面,使得开发者能够构建具有丰富交互性和吸引力的应用程序。
在Java中,用于构建UI的主要库和框架包括:
Swing:Swing是Java平台标准版(Java SE)的一部分,它提供了一组丰富的GUI组件和布局管理器,用于构建跨平台的桌面应用程序。Swing组件包括按钮、文本框、标签、滑块等,以及更复杂的组件如表格和树形结构。
JavaFX:JavaFX是一个用于构建富客户端应用程序的图形和媒体库。它提供了现代化的UI组件、动画、Web集成和媒体支持。与Swing相比,JavaFX更加现代和灵活,适用于构建复杂的用户界面和多媒体应用程序。
AWT:AWT(Abstract Window Toolkit)是Java中最早的GUI工具包,提供了基本的窗口、按钮和文本框等组件。然而,随着Swing和JavaFX的出现,AWT的使用逐渐减少,但仍在一些旧的或特定的应用程序中使用。
在构建Java UI时,开发者通常会遵循以下步骤:
设计界面:首先,开发者需要设计应用程序的用户界面,确定所需的组件、布局和交互方式。
选择库和框架:根据应用程序的需求和目标平台,选择适合的Java UI库和框架。
创建组件:使用所选库和框架提供的API创建所需的UI组件,并设置它们的属性(如大小、颜色、字体等)。
布局管理:使用布局管理器来组织和管理组件在界面上的位置和大小。Java提供了多种布局管理器,如边界布局、网格布局和流式布局等。
事件处理:为组件添加事件监听器,以便在用户与界面交互时执行相应的操作(如点击按钮、选择菜单项等)。
测试和调试:在开发过程中不断测试和调试UI,确保其正常运行并符合设计要求。
通过Java UI技术,开发者可以创建出功能强大、外观美观的应用程序,提供丰富的用户体验。这些应用程序可以运行在桌面、移动设备或其他Java支持的平台上。
上图是制作成功的效果图 通过A、D来控制蓝色人物前进防御和后退,J、K、L来控制拳、防御、踢腿
红色人物对应的是左箭头、右箭头以及1、2、3.
制作这个小游戏 作者打算用2篇博文来分享整个过程 本文作为一个引入
一、打开IDEA 新建一个Maven项目(后续可以打包、引入相关依赖也很容易)
建完之后的整体结构如下:
二、引入依赖
因为需要播放MP3格式的背景音乐于是要引入相关依赖:
在pom.xml中添加下面的代码
<dependencies>
<dependency>
<groupId>javazoom</groupId>
<artifactId>jlayer</artifactId>
<version>1.0.1</version>
</dependency>
</dependencies>
三.绘制UI界面
代码如下:
package src;
import javazoom.jl.player.Player;
import sun.audio.AudioPlayer;
import sun.audio.AudioStream;
import javax.swing.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.io.BufferedInputStream;
import java.io.FileInputStream;
import java.io.InputStream;
public class UI extends JFrame implements KeyListener {
WarPanel warPanel=new WarPanel();
Player player;
public UI(){
this.setTitle("赤色妖精花2.0");
this.setLocation(0,0);
this.setSize(1024,680);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
this.add(warPanel);
this.addKeyListener(this);
warPanel.action();
}
public static void main(String[] args) {
UI ui=new UI();
ui.init();
}
public void init(){
while(true)
{
try
{
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/bgm12.mp3");
playmusic(resourceAsStream);
Thread.sleep(82800);
}catch (Exception e)
{
e.printStackTrace();
}
}
}
public void playmusic(InputStream inputStream) throws Exception{
// BufferedInputStream bufferedInputStream=new BufferedInputStream(inputStream);
player=new Player(inputStream);
player.play();
}
public void playmusic(String music) throws Exception{
BufferedInputStream bufferedInputStream=new BufferedInputStream(new FileInputStream(music));
player=new Player(bufferedInputStream);
player.play();
}
public void sound(String str)
{
try {
FileInputStream in = new FileInputStream(str);
AudioStream as=new
AudioStream(in);
AudioPlayer.player.start(as);
}catch(Exception e)
{
e.printStackTrace();
}
}
public void sound(InputStream inputStream)
{
try {
AudioStream as=new
AudioStream(inputStream);
AudioPlayer.player.start(as);
}catch(Exception e)
{
e.printStackTrace();
}
}
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyPressed(KeyEvent e) {
// System.out.println(e.getKeyCode());
warPanel.restart(e.getKeyCode());
warPanel.manmove(e.getKeyCode());
warPanel.mastermove(e.getKeyCode());
}
@Override
public void keyReleased(KeyEvent e) {
warPanel.mastercancel(e.getKeyCode());
warPanel.mancancel(e.getKeyCode());
}
}
四.绘制JPanel面板
JPanel是Java Swing库中的一个关键组件,它提供了许多优点,使得开发者能够更高效地创建复杂的图形用户界面(GUI)。以下是JPanel的一些主要优点:
轻量级容器:JPanel是一个轻量级的容器,这意味着它使用了本地窗口系统的较少资源,因此更加高效。轻量级组件的绘制通常比重量级组件更快,并且更易于管理。
灵活的布局管理:JPanel允许使用各种布局管理器来控制其内部组件的布局。例如,你可以使用FlowLayout、BorderLayout、GridLayout等,这使得开发者能够轻松地排列和调整组件的位置和大小,以满足不同的界面设计需求。
嵌套和组合:JPanel可以嵌套在其他Swing容器中,如JFrame、JDialog等,这使得开发者能够创建复杂的界面结构。通过组合多个JPanel,你可以实现更精细的界面布局和组件组织。
事件处理:JPanel支持事件监听器,使得开发者能够响应用户与界面的交互,如按钮点击、鼠标移动等。这使得应用程序能够更加响应用户的操作,提供更好的用户体验。
自定义绘制:JPanel提供了绘制自定义图形、图像或文本的功能。你可以通过重写paintComponent方法来实现自定义绘制逻辑,从而创建独特的视觉效果。
易于扩展和集成:由于JPanel是Swing库的一部分,它与其他Swing组件具有良好的集成性。此外,由于其开源性质,开发者可以根据需要扩展JPanel的功能,以满足特定的应用需求。
综上所述,JPanel作为Java Swing库中的一个核心组件,具有轻量级、灵活布局、嵌套组合、事件处理、自定义绘制以及易于扩展和集成等优点,使得开发者能够高效地创建复杂的图形用户界面。
package src;
import javazoom.jl.player.Player;
import sun.audio.AudioPlayer;
import sun.audio.AudioStream;
import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.FileInputStream;
import java.io.InputStream;
import java.util.Timer;
import java.util.TimerTask;
public class WarPanel extends JPanel {
private static String LEFT="left";
private static String RIGHT="right";
private static String STATIC="static";
String path=null;
int x;
int y;
int bloodMan=430;
int bloodMaster=413;
int time=600;
InputStream AsStream=this.getClass().getClassLoader().getResourceAsStream("music/victorymaster.mp3");
InputStream AsStream1=this.getClass().getClassLoader().getResourceAsStream("music/victoryman.mp3");
SuperMan superMan=new SuperMan();
Matser matser=new Matser();
public BufferedImage StreamToImage(String str){
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream(str);
BufferedImage bufferedImage=null;
try {
bufferedImage= ImageIO.read(resourceAsStream);
} catch (Exception e) {
e.printStackTrace();
}
return bufferedImage;
}
@Override
public void paint(Graphics g) {
super.paint(g);
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("image/background1.jpg");
BufferedImage read=null;
try {
read= ImageIO.read(resourceAsStream);
} catch (Exception e) {
e.printStackTrace();
}
Image image = new ImageIcon(read).getImage();
g.drawImage(image, 0, 0, 1024, 680, null);
if(time>0) {
if(bloodMan>0&&bloodMaster>0){
BufferedImage image11 = StreamToImage("image/bloodliang.png");
Image image1 = new ImageIcon(image11).getImage();
g.drawImage(image1, 10, 20, null);
g.drawImage(image1, 510, 20, null);
drawSuperMan(g);
drawMaster(g);
drawblood(g);
g.setColor(Color.BLUE);
Font font1 = new Font("黑体", Font.BOLD, 20);
g.setFont(font1);
g.fillRect(44, 38, bloodMan, 20);
g.setColor(Color.RED);
Font font = new Font("黑体", Font.BOLD, 20);
g.setFont(font);
g.fillRect(550, 38, bloodMaster, 20);
g.setColor(Color.CYAN);
Font font2 = new Font("黑体", Font.BOLD, 20);
g.setFont(font2);
g.drawString("" + time / 10, 502, 100);
}
else if(bloodMan<=0&&bloodMaster>0)
{
g.setColor(Color.WHITE);
Font font3 = new Font("黑体", Font.BOLD, 80);
g.setFont(font3);
g.drawString(" The red side ",200,300);
g.drawString("won the game.",200,400);
try {
if(AsStream == null)
{
}
else {
playmusic(AsStream);
AsStream=null;
}
} catch (Exception e) {
e.printStackTrace();
}
}
else if(bloodMaster<=0&&bloodMan>0)
{
g.setColor(Color.WHITE);
Font font3 = new Font("黑体", Font.BOLD, 80);
g.setFont(font3);
g.drawString(" The blue side ",200,300);
g.drawString("won the game.",200,400);
try {
if(AsStream1 == null)
{
}
else {
playmusic(AsStream1);
AsStream1=null;
}
} catch (Exception e) {
e.printStackTrace();
}
}
}
else
{
if(bloodMaster>bloodMan)
{
g.setColor(Color.WHITE);
Font font3 = new Font("黑体", Font.BOLD, 80);
g.setFont(font3);
g.drawString(" The red side ",200,300);
g.drawString("won the game.",200,400);
try {
if(AsStream == null)
{
}
else {
playmusic(AsStream);
AsStream=null;
}
} catch (Exception e) {
e.printStackTrace();
}
}
else{
g.setColor(Color.WHITE);
Font font3 = new Font("黑体", Font.BOLD, 80);
g.setFont(font3);
g.drawString(" The blue side ",200,300);
g.drawString("won the game.",200,400);
try {
if(AsStream1 == null)
{
}
else {
playmusic(AsStream1);
AsStream1=null;
}
} catch (Exception e) {
e.printStackTrace();
}
}
}
time--;
}
public void drawblood(Graphics g)
{
if (path ==null) {
}
else
{
BufferedImage image11 = StreamToImage(path);
Image image = new ImageIcon(image11).getImage();
g.drawImage(image, x, y, null);
}
}
private void drawMaster(Graphics g) {
matser.drawMe(g);
}
private void drawSuperMan(Graphics g)
{
superMan.drawMe(g);
}
public void playmusic(InputStream inputStream) throws Exception{
// BufferedInputStream bufferedInputStream=new BufferedInputStream(inputStream);
Player player=new Player(inputStream);
player.play();
}
public void manmove(int keyCode) {
switch (keyCode){
case KeyEvent.VK_A:
superMan.setPose("left");
break;
case KeyEvent.VK_D:
superMan.setPose("right");
break;
case KeyEvent.VK_J:
if(superMan.getPose().equals("foot"))
{
}else{
superMan.setPose("hand");
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/handhit.wav");
sound(resourceAsStream);
}
case KeyEvent.VK_K:
if(superMan.getPose().equals("foot")||superMan.getPose().equals("hand"))
{
}else{
superMan.setPose("defense");
}
break;
case KeyEvent.VK_L:
if(superMan.getPose().equals("hand"))
{
}else{
superMan.setPose("foot");
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/footman.wav");
sound(resourceAsStream);
}
break;
}
}
public void mastermove(int keyCode) {
switch (keyCode){
case KeyEvent.VK_RIGHT:
matser.setPose("right");
break;
case KeyEvent.VK_LEFT:
matser.setPose("left");
break;
case KeyEvent.VK_NUMPAD1:
if(matser.getPose().equals("hand"))
{
}else{
matser.setPose("foot");
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/footmaster.wav");
sound(resourceAsStream);
}
break;
case KeyEvent.VK_NUMPAD3:
if(matser.getPose().equals("foot"))
{
}else{
matser.setPose("hand");
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/hithand.wav");
sound(resourceAsStream);
}
break;
case KeyEvent.VK_NUMPAD2:
if(matser.getPose().equals("foot")||matser.getPose().equals("hand"))
{
}else{
matser.setPose("defense");
}
break;
}
}
public void mastercancel(int keyCode) {
switch(keyCode){
case KeyEvent.VK_NUMPAD2:
if(matser.getPose().equals("foot")||matser.getPose().equals("hand"))
{
}else{
matser.setPose(STATIC);
}
break;
}
}
public void action(){
Timer timer=new Timer();
timer.schedule(new TimerTask() {
public void run() {
hit();
repaint();
}
},20,100);//delay延迟20毫秒后,period每隔10毫秒执行一次run里面的内容
}
public void mancancel(int keyCode) {
switch(keyCode){
case KeyEvent.VK_K:
if(superMan.getPose().equals("foot")||superMan.getPose().equals("hand"))
{
}else{
superMan.setPose(STATIC);
}
break;
}
}
//碰撞检测
int j=0;
public void hit(){
boolean toright1=superMan.toright;
boolean toright2=matser.toright;
Image image1;
String imagePath1 = superMan.getImagePath();
if(imagePath1==null){
BufferedImage image11 = StreamToImage("master/toright1.png");
image1= new ImageIcon(image11).getImage();
}
else{
BufferedImage image11 = StreamToImage(imagePath1);
image1 = new ImageIcon(image11).getImage();
}
int width1 = image1.getWidth(null);
int height1 = image1.getHeight(null);
int x1=superMan.getManx();
int y1=superMan.getMany();
String pose1 = superMan.getPose();
// System.out.println(width1);
// System.out.println(height1);
// System.out.println(x1);
// System.out.println(y1);
String imagePath2 = matser.getImagePath();
BufferedImage image12 = StreamToImage(imagePath2);
Image image2 = new ImageIcon(image12).getImage();
int width2 = image2.getWidth(null);
int height2 = image2.getHeight(null);
int x2=matser.getManx();
int y2=matser.getMany();
String pose2 = matser.getPose();
// man的拳 master的静态
if(pose1.equals("hand")&&pose2.equals("static"))
{
if(toright1)
{
if(x1+width1>x2&&x1+width1<x2+width2&&y1+height1/3>y2&&y1+height1/3<y2+height2)
{
j++;
x=x1+width1;
y=y1+height1/5;
path="image/blood1.png";
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/afterhit1.wav");
sound(resourceAsStream);
bloodMaster-=10;
x2+=5;
matser.setManx(x2);
if(j>5)
{
j=0;
}
}
else{
path=null;
}
}
else
{
if(x1>x2&&x1<x2+width2&&y1+height1/3>y2&&y1+height1/3<y2+height2)
{
j++;
x=x1;
y=y1+height1/5;
path= "image/blood1.png";
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/afterhit1.wav");
sound(resourceAsStream);
x2-=5;
matser.setManx(x2);
bloodMaster-=10;
if(j>5)
{
j=0;
}
}
else{
path=null;
}
}
}
// man的脚 master的静态
else if(pose1.equals("foot")&&pose2.equals("static")){
if(toright1){
if(x1+width1>x2&&x1+width1<x2+width2&&y1+height1/3>y2&&y1+height1/3<y2+height2) {
x = x1 + width1;
y = y1 + height1 *3/ 5;
path = "image/blood1.png";
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/afterhit1.wav");
sound(resourceAsStream);
x2+=5;
matser.setManx(x2);
bloodMaster -= 8;
}
else{
path=null;
}
}else{
if(x1>x2&&x1<x2+width2&&y1+height1/3>y2&&y1+height1/3<y2+height2) {
x = x1;
y = y1 + height1 *3/ 5;
path = "image/blood1.png";
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/afterhit1.wav");
sound(resourceAsStream);
x2-=5;
matser.setManx(x2);
bloodMaster -= 8;
}
else{
path=null;
}
}
}
// master的拳 man的静态
else if(pose2.equals("hand")&&pose1.equals("static"))
{
if(toright2){
if(x2+width2>x1&&x2+width2<x1+width1&&y1+height1/3>y2&&y1+height1/3<y2+height2)
{
x = x2+width2;
y = y2 + height1 / 5;
path = "image/blood1.png";
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/afterhit.wav");
sound(resourceAsStream);
bloodMan -= 10;
x1+=3;
superMan.setManx(x1);
}
else
{
path=null;
}
}
else {
if(x2>x1&&x2<x1+width1&&y1+height1/3>y2&&y1+height1/3<y2+height2)
{
x = x2;
y = y2 + height1 / 5;
path = "image/blood1.png";
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/afterhit2.wav");
sound(resourceAsStream);
bloodMan -= 10;
x1-=3;
superMan.setManx(x1);
}
else
{
path=null;
}
}
}
else if(pose1.equals("static")&&pose2.equals("foot")){
if(toright2)
{
if(x2+width2>x1&&x2+width2<x1+width1&&y1+height1/3>y2&&y1+height1/3<y2+height2)
{
j++;
x=x2+width2;
y=y2+height1*3/5;
path="image/blood1.png";
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/afterhit.wav");
sound(resourceAsStream);
bloodMan-=10;
x1+=5;
superMan.setManx(x1);
if(j>5)
{
j=0;
}
}
else{
path=null;
}
}
else{
if(x2>x1&&x2<x1+width1&&y1+height1/3>y2&&y1+height1/3<y2+height2)
{
j++;
x=x2;
y=y2+height1*3/5;
path="image/blood1.png";
InputStream resourceAsStream = this.getClass().getClassLoader().getResourceAsStream("music/afterhit.wav");
sound(resourceAsStream);
bloodMan-=10;
x1-=5;
superMan.setManx(x1);
if(j>5)
{
j=0;
}
}
else{
path=null;
}
}
}
else{
path=null;
}
}
public void sound(InputStream inputStream)
{
try {
AudioStream as=new
AudioStream(inputStream);
AudioPlayer.player.start(as);
}catch(Exception e)
{
e.printStackTrace();
}
}
public void sound(String str)
{
try {
FileInputStream in = new FileInputStream(str);
AudioStream as=new
AudioStream(in);
AudioPlayer.player.start(as);
}catch(Exception e)
{
e.printStackTrace();
}
}
public void restart(int keyCode) {
if(time<=0||bloodMan<=0||bloodMaster<=0)
switch(keyCode){
case KeyEvent.VK_SHIFT:
time=600;
bloodMan=430;
bloodMaster=413;
}
}
}
总结
以上是这款对打游戏的初始构建,后续的博文将完成剩下的部分