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Timer(int delay, ActionListener listener):每间隔delay毫秒,系统自动触发ActionListener监听器里的事件处理器(actionPerformed()方法)。
package javaAWT;import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.Random;import javax.swing.Timer;public class PinBall {// 桌面大小private final int TABLE_WIDTH = 300;private final int TABLE_HEIGHT = 400;// 球拍的垂直位置 private final int RACKEY_Y = 340;// 球拍大小private final int RACKET_HEIGHT = 20;private final int RACKET_WIDTH = 60;// 球大小private final int BALL_SIZE = 16;private Frame frame = new Frame("PinBall");Random random = new Random();// 小球纵向运行速度private int ySpeed = 10;// 返回一个-0.5~0.5的比率,用于控制小球 的运行方向private double xyRate = random.nextDouble() - 0.5;// 小球的横向运行速度private int xSpeed = (int)(ySpeed * xyRate *2);// 小球的坐标private int ballX = random.nextInt(200) + 20;private int ballY = random.nextInt(10) + 20;// 球拍的水平位置 private int racketX = random.nextInt(200);private MyCanvas tableArea = new MyCanvas();Timer timer;// 游戏结束标志private boolean isLose = false;public void init() {// 设置桌面区域的最佳大小tableArea.setPreferredSize(new Dimension(TABLE_WIDTH, TABLE_HEIGHT));frame.add(tableArea);// 定义键盘监听器KeyAdapter keyProcessor = new KeyAdapter() {@Overridepublic void keyPressed(KeyEvent e) {// TODO Auto-generated method stubsuper.keyPressed(e);// 按下向左,向右键时,球拍左右称动if (e.getKeyCode() == KeyEvent.VK_LEFT) {if (racketX > 0) racketX -= 10;}if (e.getKeyCode() == KeyEvent.VK_RIGHT) {if (racketX < TABLE_WIDTH - RACKET_WIDTH) racketX += 10;}}};// 为窗口和tableArea对象分别添加键盘监听器frame.addKeyListener(keyProcessor);tableArea.addKeyListener(keyProcessor);// 定义每0.1秒执行一次的事件监听器ActionListener taskPerformer = new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {// TODO Auto-generated method stub// 如果小球碰到左边框 if (ballX <= 0 || ballX >= TABLE_WIDTH - BALL_SIZE) {xSpeed = -xSpeed;}// 如果小球高度超过球拍的位置 ,且横向不在球拍范围内,游戏结束。if (ballY >= RACKEY_Y - BALL_SIZE && (ballY < racketX || ballX > racketX + RACKET_WIDTH)) {timer.stop();isLose = true;tableArea.repaint();}// 如里小球位于球拍之内,且到达球拍的位置,小球反弹else if (ballY <= 0 || (ballY >= RACKEY_Y - BALL_SIZE&& ballX > racketX && ballX <= racketX + RACKET_WIDTH)) {ySpeed = - ySpeed;}// 小球坐标增加ballY += ySpeed;ballX += xSpeed;tableArea.repaint(); }};timer = new Timer(100, taskPerformer);timer.start();frame.pack();frame.setVisible(true);}class MyCanvas extends Canvas {@Overridepublic void paint(Graphics g) {// TODO Auto-generated method stubsuper.paint(g);// 如果游戏已结整 if (isLose) {g.setColor(new Color(255, 0, 0));g.setFont(new Font("Times", Font.BOLD, 30));g.drawString("Game Over!", 50, 200);}// 如果游戏未结整 else {// 设置颜色,并绘制小不球 g.setColor(new Color(240, 240, 80));g.fillOval(ballX, ballY, BALL_SIZE, BALL_SIZE);// 设置颜色,并绘制球拍g.setColor(new Color(80, 80, 200));g.fillRect(racketX, RACKEY_Y, RACKET_HEIGHT, RACKET_HEIGHT);}}}public static void main(String[] args) {new PinBall().init();}
}
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