管道游戏-类PipeObject中的PipeObject不能应用于给定的类型



我不断收到错误"类中的PipeObject无法应用于给定类型">

public Pipes() {
pipes.add(new PipeObject(x1, y1));
pipes.add(new PipeObject(x1 + 200, y2));
pipes.add(new PipeObject(x1 + 400, y3));
}

我有一个对象类,我想通过一个控制对象并在屏幕上绘制3个实例的类将其添加到JPanel中。它需要能够为对象类提供不同的值。

我的第三个类是main()类,应该将具有分组对象的类添加到cardLayout中的JPanel中。还有一个菜单屏幕,上面有一个播放按钮,对象在boolean playerIsReady = true之前不应该移动。管道对象只应在事件侦听器将面板切换到游戏屏幕后移动。

此外,我以前没能让Game班的计时器工作。也许这将有助于实现这一目标。我不知道在哪里可以声明boolean playerIsReady,但我知道在用户单击播放按钮后需要将其设置为true

以下是的所有类文件

Game.java

import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.border.EmptyBorder;
import javax.swing.SwingUtilities;
public class Game {
public static void main(String[] args) {
Runnable r = new Runnable() {
@Override
public void run() {             
// the GUI as seen by the user (without frame)
final CardLayout cl = new CardLayout();
final JPanel gui = new JPanel(cl);
// remove if no border is needed
gui.setBorder(new EmptyBorder(10,10,10,10));
JPanel menu = new JPanel(new GridBagLayout());
JButton playGame = new JButton("Play!");
ActionListener playGameListener = new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
cl.show(gui, "game");
}
};
playGame.addActionListener(playGameListener);
Insets margin = new Insets(20, 50, 20, 50);
playGame.setMargin(margin);
menu.add(playGame);
gui.add(menu);
cl.addLayoutComponent(menu, "menu");
final JPanel pipes = new Pipes();
gui.add(pipes);
cl.addLayoutComponent(pipes, "game");
JFrame f = new JFrame("Pipes Game");
f.add(gui);
// Ensures JVM closes after frame(s) closed and
// all non-daemon threads are finished
f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
// See http://stackoverflow.com/a/7143398/418556 for demo.
f.setLocationByPlatform(true);
// ensures the frame is the minimum size it needs to be
// in order display the components within it
f.pack();
// should be done last, to avoid flickering, moving,
// resizing artifacts.
f.setVisible(true);
/*if (playerIsReady) { 
Timer speed = new Timer(10, new ActionListener() {  //pipe speed
@Override
public void actionPerformed(ActionEvent e) {
pipes.move();
}
});
speed.start();
Timer refresh = new Timer(30, new ActionListener() {    //refresh rate
@Override
public void actionPerformed(ActionEvent e) {
pipes.repaint();
}
});
refresh.start();
}*/
}
};
// Swing GUIs should be created and updated on the EDT
// http://docs.oracle.com/javase/tutorial/uiswing/concurrency
SwingUtilities.invokeLater(r);
}
}

管道.java

import java.util.*;
import java.awt.Graphics;
import java.awt.Dimension;
import javax.swing.JPanel;
public class Pipes extends JPanel {
int x1 = 754;
int y1 = setHeightVal();
int y2 = setHeightVal();
int y3 = setHeightVal();
List<Pipe> pipes = new ArrayList<Pipe>();
public Pipes() {
pipes.add(new PipeObject(x1, y1));
pipes.add(new PipeObject(x1 + 200, y2));
pipes.add(new PipeObject(x1 + 400, y3));
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.clearRect(0,0,751,501);
// Draw PipeObject1
// Draw PipeObject2
// Draw PipeObject3
}
public void move() {
x1--;
}
public int getMyX() {   //To determine where the pipe is horizontally
return x1-3;
}
public int getMyY() {   //To determine where the pipe is vertically
return y2+25;
}
public int setHeightVal() {     //Get a random number and select a preset height
int num = (int)(9*Math.random() + 1);
int val = 0;
if (num == 9)
{
val = 295;
}
else if (num == 8)
{
val = 246;
}
else if (num == 7)
{
val = 216;
}
else if (num == 6)
{
val = 185;
}
else if (num == 5)
{
val = 156;
}
else if (num == 4)
{
val = 125;
}
else if (num == 3)
{
val = 96;
}
else if (num == 2)
{
val = 66;
}
else
{
val = 25;
}
return val;
}
@Override 
public Dimension getPreferredSize() {
// adjust to need
return new Dimension(751,501);
}
}

PipeObject.java

import java.awt.Graphics;
public class PipeObject {
//Declare and initialiaze variables
int x2 = 75;                //pipe width, total is 83
int y1 = -1;                // Y should be -1
int gap = 130;              //gap height
public void drawPipe(Graphics g, int x1, int y2) {
g.drawRect(x1,y1,x2,y2);                        //Draw part 1
g.drawRect(x1-3,y2-1,x2+6,25);                  //Draw part 2
g.drawRect(x1-3,y2+25+gap,x2+6,25);             //Draw part 3
g.drawRect(x1,y2+25+gap+25,x2,500-y2-49-gap);   //Draw part 4
}
}

考虑到根据错误消息(以及您发布的代码),PipeObject类只缺少一个Constructor,所以有很多代码:

public class PipeObject {
//Declare and initialiaze variables
int x2 = 75;                //pipe width, total is 83
int y1 = -1;                // Y should be -1
int gap = 130;              //gap height
// Add this:
public PipeObject(int x, int y) {
this.x2 = x;
this.y1 = y;
}
...
}

然后,您可以创建一个新的PipeObject,例如,在您的调用中

pipes.add(new PipeObject(x1, y1));

"我修复了这些错误,你能发布一个链接或你的意思的示例吗?">

  • 您的drawPipe方法应该看起来像这个

    public void drawPipe(Graphics g) {
    ....
    }
    

    不需要传递给它的xy值的原因是,每个Pipe对象都已经有了值

    int x2 = 75;           
    int y1 = -1; 
    

构造函数的全部目的是创建一个具有不同值的Pipe对象。正如Marco13所指出的,你的构造函数应该看起来像这个

public PipeObject(int x, int y) {
this.x2 = x;
this.y1 = y;
}

因此,当您创建一个new PipedObject(100, 100)时,它会被分配x2 = 100; y1 = -1;的值

正如我在你之前的帖子中所记得的,我不确定这是否是你想要的构造函数。原因是y轴应该始终是恒定的,因为您总是沿着相同的y轴移动管道,即水平移动。相反,您可能希望传递x1x2,用于绘制管道的不同点。

  • 要循环,正如我在前面的回答中所示,您需要执行此

    protected void paintComponent(Graphics g) {
    super.paintComponent(g);
    for (Pipe pipe : pipes){
    pipe.drawPipe(g);
    }
    }
    

这是一个基本的for-each循环。它说,对于列表pipes中的每个Pipe对象(我们将调用一个随机名称pipe),调用pipe对象的drawPipe方法。

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