我正在为学校设计一个图片实验室项目,但我不知道如何修改像素的rgb。我的项目是一项视力测试游戏,玩家在其中选择一种与其他颜色不同的颜色。我应该修改背景像素还是空白图片像素?另外,如何实现mouseClickedAction(在单击鼠标时运行的给定方法)?
到目前为止,我有一些裸露的东西:
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Point;
import java.awt.image.ImageObserver;
import java.util.ArrayList;
public class EagleEye extends FlexiblePictureExplorer {
public static Picture background = new Picture(1003,1003);
//settings
private int gameDimensions = 4;
private int difficulty = 30;
private final int statsHeight = 80;
public EagleEye(DigitalPicture Picture) {
super(background);
setTitle("Eagle Eye");
int xGrid = gameDimensions;
int yGrid = gameDimensions;
int r1 = (int)(Math.random() * gameDimensions + 1);
int r2 = (int)(Math.random() * gameDimensions + 1);
colorSetter(xGrid,yGrid);
}
private void colorSetter(int x,int y) {
for (int i=0;i<x;i++) {
for (int j=0;j<y;j++) {
fillBox(i,j);
}
}
}
private void fillBox(int x, int y) {
int r = (int)(Math.random() * 255 + 1);
int g = (int)(Math.random() * 255 + 1);
int b = (int)(Math.random() * 255 + 1);
int x1;
int x2;
if (x==0) {
x1 = 0;
x2 = 250;
}
else if (x==1) {
x1 = 252;
x2 = 501;
}
else if (x==2) {
x1 = 503;
x2 = 752;
}
else {
x1 = 754;
x2 = 1003;
}
int y1;
int y2;
if (y==0) {
y1 = 0;
y2 = 250;
}
else if (y==1) {
y1 = 252;
y2 = 501;
}
else if (y==2) {
y1 = 503;
y2 = 752;
}
else {
y1 = 754;
y2 = 1003;
}
int rgb = calculateColors(r,g,b);
for (int i=x1;i<=x2;i++) {
for (int j=y1;j<=y2;j++) {
background.setBasicPixel(x1,y1,rgb);
}
}
setImage(background);
}
private int calculateColors(int r, int g, int b) {
int r1 = r * 65536;
int g1 = g * 256;
int b1 = b;
return r1 + g1 + b1;
}
private void drawStats(Picture img){
Picture statsImg = new Picture(statsHeight, imageWidth);
Graphics g = statsImg.getGraphics();
g.setFont(new Font("Times New Roman", Font.PLAIN, 16));
g.setColor(Color.blue);
}
private void updateImage() {
}
public void mouseClickedAction(DigitalPicture pict, Pixel pix) {
}
private void endGame() {
}
public boolean imageUpdate(Image arg0, int arg1, int arg2, int arg3, int arg4, int arg5) {
// TODO Auto-generated method stub
return false;
}
public static void main(String[] args) {
Picture white = new Picture(100,100);
EagleEye game = new EagleEye(white);
}
}
我认为您将找到的用于绘制图形的最简单方法将不是绘制图像,而是直接绘制到JPanel。如果您有扩展JPanel的类,则可以实现
public void paintComponent(Graphics g) {
//Code to draw whatever you like, e.g.
g.setColor(new Color(255, 255, 255));
g.drawRect(0, 0, width, height);
}
有了这个,您不必担心处理图像,如果您仍然想使用图像,则可以使用BufferedImage,该文档中有出色的文档介绍了如何使用它:https://docs.oracle.com/javase/tutorial/2d/images/drawonimage.html(您仍将需要显示这些图像,无论如何,很可能仍在上面使用paintComponent方法显示,并且如果要绘制一个循环,则必须将该循环放在另一个线程上,请注意)
关于mouseClicked,您将需要实现一个MouseListener,这很简单:
在您的类中创建一个MouseListener对象,您将必须在其中实现许多方法,其中大多数方法可能会不使用。
在代码中的某个地方(可能是构造函数),您需要将MouseListener添加到要等待单击的任何组件中(可能是您正在绘制的面板)
单击该组件时,将调用mouseClicked方法,从那里您可以执行所需的任何操作,就像调用那里的其他方法来处理鼠标单击一样。
侦听器中的MouseEvent对象具有yu所需的所有有用信息,例如位置(相对于您向其添加侦听器的组件)
public class YourClass {
public YourClass() {
this.addMouseListener(ml);
}
//code
private MouseListener ml = new MouseListener() {
@Override
public void mouseClicked(MouseEvent arg0) {
// TODO Auto-generated method stub
System.out.println(arg0.getX() + ", " + arg0.getY());
}
@Override
public void mouseEntered(MouseEvent arg0) {
// TODO Auto-generated method stub
}
@Override
public void mouseExited(MouseEvent arg0) {
// TODO Auto-generated method stub
}
@Override
public void mousePressed(MouseEvent arg0) {
// TODO Auto-generated method stub
}
@Override
public void mouseReleased(MouseEvent arg0) {
// TODO Auto-generated method stub
}
}
}