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java畫彩虹的源代碼,編程彩虹怎么畫

java畫圖形

import java.awt.BorderLayout;

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import java.awt.Color;

import java.awt.Dimension;

import java.awt.Graphics;

import java.awt.event.ItemEvent;

import java.awt.event.ItemListener;

import javax.swing.BorderFactory;

import javax.swing.ComboBoxModel;

import javax.swing.DefaultComboBoxModel;

import javax.swing.JApplet;

import javax.swing.JComboBox;

import javax.swing.JLabel;

import javax.swing.JPanel;

import javax.swing.JSpinner;

import javax.swing.SpinnerNumberModel;

import javax.swing.event.ChangeEvent;

import javax.swing.event.ChangeListener;

public class GraphTest extends JApplet {

private static final long serialVersionUID = -3038851324293731224L;

private PaintingPane paintingPane;

private Painter currentPainter = Painter.CIRCLE;

private final static int DEFAULT_RADIUS = 50;

private int radius = DEFAULT_RADIUS;

private Color color = getColor();

public void init() {

this.setLayout(new BorderLayout());

paintingPane = new PaintingPane();

paintingPane.setPreferredSize(new Dimension(250, 250));

this.add(paintingPane, BorderLayout.CENTER);

JPanel controlPane = new JPanel();

final SpinnerNumberModel sm = new SpinnerNumberModel(DEFAULT_RADIUS, 10, 100, 1);

JSpinner spinner = new JSpinner(sm);

spinner.addChangeListener(new ChangeListener() {

public void stateChanged(ChangeEvent e) {

radius = sm.getNumber().intValue();

color = getColor();

repaint();

}

});

final ComboBoxModel cbm = new DefaultComboBoxModel(Painter.values());

JComboBox combo = new JComboBox(cbm);

combo.addItemListener(new ItemListener() {

public void itemStateChanged(ItemEvent e) {

if (e.getStateChange() == ItemEvent.SELECTED) {

currentPainter = (Painter) cbm.getSelectedItem();

color = getColor();

repaint();

}

}

});

JLabel spinnerLabel = new JLabel("Radius: ");

JLabel comboLabel = new JLabel("Figure: ");

spinnerLabel.setLabelFor(spinner);

comboLabel.setLabelFor(combo);

controlPane.setPreferredSize(new Dimension(150, 250));

controlPane.setBorder(BorderFactory.createLineBorder(Color.BLACK));

controlPane.add(spinnerLabel);

controlPane.add(spinner);

controlPane.add(comboLabel);

controlPane.add(combo);

this.add(controlPane, BorderLayout.EAST);

this.setSize(400, 200);

this.setVisible(true);

}

private enum Painter {

CIRCLE {

void paint(Graphics g, JPanel panel, int parameter,

Color color) {

Dimension d = panel.getSize();

g.setColor(color);

g.fillOval(d.width / 2 - parameter, d.height / 2 - parameter,

parameter * 2, parameter * 2);

}

public String toString() { return "Circle"; }

},

LINE {

void paint(Graphics g, JPanel panel, int parameter,

Color color) {

Dimension d = panel.getSize();

int xOffset = d.width / 2, yOffset = d.height / 2;

g.setColor(color);

g.drawLine(xOffset - parameter, yOffset, xOffset + parameter,

yOffset);

}

public String toString() { return "Line"; }

},

DIAMOND {

void paint(Graphics g, JPanel panel, int parameter,

Color color) {

Dimension d = panel.getSize();

int xCenter = d.width / 2, yCenter = d.height / 2;

int offset = (int) (parameter / SQUARE_ROOT_2);

int[] xCoors = {

xCenter - offset, xCenter, xCenter + offset, xCenter,

};

int[] yCoors = {

yCenter, yCenter + offset, yCenter, yCenter - offset,

};

g.setColor(color);

g.fillPolygon(xCoors, yCoors, 4);

}

public String toString() { return "Diamond"; }

},

TRIANGLE {

void paint(Graphics g, JPanel panel, int parameter,

Color color) {

Dimension d = panel.getSize();

int xCenter = d.width / 2, yCenter = d.height / 2;

int offsetPos = (int) (parameter / SQUARE_ROOT_3);

int offsetNeg = offsetPos / 2;

int offsetX = parameter / 2;

int[] xCoors = {

xCenter - offsetX, xCenter + offsetX, xCenter,

};

int[] yCoors = {

yCenter + offsetNeg, yCenter + offsetNeg,

yCenter - offsetPos,

};

g.setColor(color);

g.fillPolygon(xCoors, yCoors, 3);

}

public String toString() { return "Triangle"; }

},

SQUARE {

void paint(Graphics g, JPanel panel, int parameter,

Color color) {

Dimension d = panel.getSize();

int xCenter = d.width / 2, yCenter = d.height / 2;

int offset = parameter / 2;

int[] xCoors = {

xCenter - offset, xCenter + offset, xCenter + offset,

xCenter - offset,

};

int[] yCoors = {

yCenter + offset, yCenter + offset,

yCenter - offset, yCenter - offset,

};

g.setColor(color);

g.fillPolygon(xCoors, yCoors, 4);

}

public String toString() { return "Square"; }

},

PENTAGON {

void paint(Graphics g, JPanel panel, int parameter,

Color color) {

Dimension d = panel.getSize();

int xCenter = d.width / 2, yCenter = d.height / 2;

int xOffset2 = parameter / 2;

int yOffset3 = (int) (xOffset2 / TANGENT_36);

int yOffset1 = (int) (xOffset2 / SINE_36);

int xOffset1 = (int) (yOffset1 * COSINE_18);

int yOffset2 = (int) (yOffset1 * SINE_18);

int[] xCoors = {

xCenter - xOffset1, xCenter - xOffset2, xCenter + xOffset2,

xCenter + xOffset1, xCenter,

};

int[] yCoors = {

yCenter - yOffset2, yCenter + yOffset3, yCenter + yOffset3,

yCenter - yOffset2, yCenter - yOffset1,

};

g.setColor(color);

g.fillPolygon(xCoors, yCoors, 5);

}

public String toString() { return "Pentagon"; }

},

HEXAGON {

void paint(Graphics g, JPanel panel, int parameter,

Color color) {

Dimension d = panel.getSize();

int xCenter = d.width / 2, yCenter = d.height / 2;

int xOffset = parameter / 2;

int yOffset = (int) (xOffset * SQUARE_ROOT_3);

int[] xCoors = {

xCenter - parameter, xCenter - xOffset, xCenter + xOffset,

xCenter + parameter, xCenter + xOffset, xCenter - xOffset,

};

int[] yCoors = {

yCenter, yCenter + yOffset, yCenter + yOffset,

yCenter, yCenter - yOffset, yCenter - yOffset,

};

g.setColor(color);

g.fillPolygon(xCoors, yCoors, 6);

}

public String toString() { return "Hexagon"; }

};

abstract void paint(Graphics g, JPanel panel, int parameter,

Color color);

static final double SQUARE_ROOT_2 = Math.pow(2.0, 0.5);

static final double SQUARE_ROOT_3 = Math.pow(3.0, 0.5);

static final double SINE_36 = Math.sin(Math.PI / 5);

static final double TANGENT_36 = Math.tan(Math.PI / 5);

static final double COSINE_18 = Math.cos(Math.PI / 10);

static final double SINE_18 = Math.sin(Math.PI / 10);

}

private class PaintingPane extends JPanel {

private static final long serialVersionUID = 8856506825301606303L;

public void paint(Graphics g) {

super.paint(g);

currentPainter.paint(g, this, radius, color);

}

}

private static Color getColor() {

return possibleColors[(int) (Math.random() * 7)];

}

private static final Color[] possibleColors = {

Color.RED, Color.ORANGE, Color.YELLOW, Color.GREEN,

Color.CYAN, Color.BLUE, Color.MAGENTA,

};

}

求一個JAVA游戲代碼?。?!急?。。?/h2>

俄羅斯方塊——java源代碼提供

import java.awt.*;

import java.awt.event.*;

//俄羅斯方塊類

public class ERS_Block extends Frame{

public static boolean isPlay=false;

public static int level=1,score=0;

public static TextField scoreField,levelField;

public static MyTimer timer;

GameCanvas gameScr;

public static void main(String[] argus){

ERS_Block ers = new ERS_Block("俄羅斯方塊游戲 V1.0 Author:Vincent");

WindowListener win_listener = new WinListener();

ers.addWindowListener(win_listener);

}

//俄羅斯方塊類的構(gòu)造方法

ERS_Block(String title){

super(title);

setSize(600,480);

setLayout(new GridLayout(1,2));

gameScr = new GameCanvas();

gameScr.addKeyListener(gameScr);

timer = new MyTimer(gameScr);

timer.setDaemon(true);

timer.start();

timer.suspend();

add(gameScr);

Panel rightScr = new Panel();

rightScr.setLayout(new GridLayout(2,1,0,30));

rightScr.setSize(120,500);

add(rightScr);

//右邊信息窗體的布局

MyPanel infoScr = new MyPanel();

infoScr.setLayout(new GridLayout(4,1,0,5));

infoScr.setSize(120,300);

rightScr.add(infoScr);

//定義標(biāo)簽和初始值

Label scorep = new Label("分?jǐn)?shù):",Label.LEFT);

Label levelp = new Label("級數(shù):",Label.LEFT);

scoreField = new TextField(8);

levelField = new TextField(8);

scoreField.setEditable(false);

levelField.setEditable(false);

infoScr.add(scorep);

infoScr.add(scoreField);

infoScr.add(levelp);

infoScr.add(levelField);

scorep.setSize(new Dimension(20,60));

scoreField.setSize(new Dimension(20,60));

levelp.setSize(new Dimension(20,60));

levelField.setSize(new Dimension(20,60));

scoreField.setText("0");

levelField.setText("1");

//右邊控制按鈕窗體的布局

MyPanel controlScr = new MyPanel();

controlScr.setLayout(new GridLayout(5,1,0,5));

rightScr.add(controlScr);

//定義按鈕play

Button play_b = new Button("開始游戲");

play_b.setSize(new Dimension(50,200));

play_b.addActionListener(new Command(Command.button_play,gameScr));

//定義按鈕Level UP

Button level_up_b = new Button("提高級數(shù)");

level_up_b.setSize(new Dimension(50,200));

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));

//定義按鈕Level Down

Button level_down_b =new Button("降低級數(shù)");

level_down_b.setSize(new Dimension(50,200));

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));

//定義按鈕Level Pause

Button pause_b =new Button("游戲暫停");

pause_b.setSize(new Dimension(50,200));

pause_b.addActionListener(new Command(Command.button_pause,gameScr));

//定義按鈕Quit

Button quit_b = new Button("退出游戲");

quit_b.setSize(new Dimension(50,200));

quit_b.addActionListener(new Command(Command.button_quit,gameScr));

controlScr.add(play_b);

controlScr.add(level_up_b);

controlScr.add(level_down_b);

controlScr.add(pause_b);

controlScr.add(quit_b);

setVisible(true);

gameScr.requestFocus();

}

}

//重寫MyPanel類,使Panel的四周留空間

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50);

}

}

//游戲畫布類

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30; //小方塊邊長

int rowNum; //正方格的行數(shù)

int columnNum; //正方格的列數(shù)

int maxAllowRowNum; //允許有多少行未削

int blockInitRow; //新出現(xiàn)塊的起始行坐標(biāo)

int blockInitCol; //新出現(xiàn)塊的起始列坐標(biāo)

int [][] scrArr; //屏幕數(shù)組

Block b; //對方快的引用

//畫布類的構(gòu)造方法

GameCanvas(){

rowNum = 15;

columnNum = 10;

maxAllowRowNum = rowNum - 2;

b = new Block(this);

blockInitRow = rowNum - 1;

blockInitCol = columnNum/2 - 2;

scrArr = new int [32][32];

}

//初始化屏幕,并將屏幕數(shù)組清零的方法

void initScr(){

for(int i=0;irowNum;i++)

for (int j=0; jcolumnNum;j++)

scrArr[j]=0;

b.reset();

repaint();

}

//重新刷新畫布方法

public void paint(Graphics g){

for(int i = 0; i rowNum; i++)

for(int j = 0; j columnNum; j++)

drawUnit(i,j,scrArr[j]);

}

//畫方塊的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type;

Graphics g = getGraphics();

tch(type){ //表示畫方快的方法

case 0: g.setColor(Color.black);break; //以背景為顏色畫

case 1: g.setColor(Color.blue);break; //畫正在下落的方塊

case 2: g.setColor(Color.magenta);break; //畫已經(jīng)落下的方法

}

g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);

g.dispose();

}

public Block getBlock(){

return b; //返回block實例的引用

}

//返回屏幕數(shù)組中(row,col)位置的屬性值

public int getScrArrXY(int row,int col){

if (row 0 || row = rowNum || col 0 || col = columnNum)

return(-1);

else

return(scrArr[row][col]);

}

//返回新塊的初始行坐標(biāo)方法

public int getInitRow(){

return(blockInitRow); //返回新塊的初始行坐標(biāo)

}

//返回新塊的初始列坐標(biāo)方法

public int getInitCol(){

return(blockInitCol); //返回新塊的初始列坐標(biāo)

}

//滿行刪除方法

void deleteFullLine(){

int full_line_num = 0;

int k = 0;

for (int i=0;irowNum;i++){

boolean isfull = true;

L1:for(int j=0;jcolumnNum;j++)

if(scrArr[j] == 0){

k++;

isfull = false;

break L1;

}

if(isfull) full_line_num++;

if(k!=0 k-1!=i !isfull)

for(int j = 0; j columnNum; j++){

if (scrArr[j] == 0)

drawUnit(k-1,j,0);

else

drawUnit(k-1,j,2);

scrArr[k-1][j] = scrArr[j];

}

}

for(int i = k-1 ;i rowNum; i++){

for(int j = 0; j columnNum; j++){

drawUnit(i,j,0);

scrArr[j]=0;

}

}

ERS_Block.score += full_line_num;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

//判斷游戲是否結(jié)束方法

boolean isGameEnd(){

for (int col = 0 ; col columnNum; col ++){

if(scrArr[maxAllowRowNum][col] !=0)

return true;

}

return false;

}

public void keyTyped(KeyEvent e){

}

public void keyReleased(KeyEvent e){

}

//處理鍵盤輸入的方法

public void keyPressed(KeyEvent e){

if(!ERS_Block.isPlay)

return;

tch(e.getKeyCode()){

case KeyEvent.VK_DOWN:b.fallDown();break;

case KeyEvent.VK_LEFT:b.leftMove();break;

case KeyEvent.VK_RIGHT:b.rightMove();break;

case KeyEvent.VK_SPACE:b.leftTurn();break;

}

}

}

//處理控制類

class Command implements ActionListener{

static final int button_play = 1; //給按鈕分配編號

static final int button_levelup = 2;

static final int button_leveldown = 3;

static final int button_quit = 4;

static final int button_pause = 5;

static boolean pause_resume = true;

int curButton; //當(dāng)前按鈕

GameCanvas scr;

//控制按鈕類的構(gòu)造方法

Command(int button,GameCanvas scr){

curButton = button;

this.scr=scr;

}

//按鈕執(zhí)行方法

public void actionPerformed (ActionEvent e){

tch(curButton){

case button_play:if(!ERS_Block.isPlay){

scr.initScr();

ERS_Block.isPlay = true;

ERS_Block.score = 0;

ERS_Block.scoreField.setText("0");

ERS_Block.timer.resume();

}

scr.requestFocus();

break;

case button_levelup:if(ERS_Block.level 10){

ERS_Block.level++;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_leveldown:if(ERS_Block.level 1){

ERS_Block.level--;

ERS_Block.levelField.setText(""+ERS_Block.level);

ERS_Block.score = 0;

ERS_Block.scoreField.setText(""+ERS_Block.score);

}

scr.requestFocus();

break;

case button_pause:if(pause_resume){

ERS_Block.timer.suspend();

pause_resume = false;

}else{

ERS_Block.timer.resume();

pause_resume = true;

}

scr.requestFocus();

break;

case button_quit:System.exit(0);

}

}

}

//方塊類

class Block {

static int[][] pattern = {

{0x0f00,0x4444,0x0f00,0x4444},//用十六進(jìn)至表示,本行表示長條四種狀態(tài)

{0x04e0,0x0464,0x00e4,0x04c4},

{0x4620,0x6c00,0x4620,0x6c00},

{0x2640,0xc600,0x2640,0xc600},

{0x6220,0x1700,0x2230,0x0740},

{0x6440,0x0e20,0x44c0,0x8e00},

{0x0660,0x0660,0x0660,0x0660}

};

int blockType; //塊的模式號(0-6)

int turnState; //塊的翻轉(zhuǎn)狀態(tài)(0-3)

int blockState; //快的下落狀態(tài)

int row,col; //塊在畫布上的坐標(biāo)

GameCanvas scr;

//塊類的構(gòu)造方法

Block(GameCanvas scr){

this.scr = scr;

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

}

//重新初始化塊,并顯示新塊

public void reset(){

blockType = (int)(Math.random() * 1000)%7;

turnState = (int)(Math.random() * 1000)%4;

blockState = 1;

row = scr.getInitRow();

col = scr.getInitCol();

dispBlock(1);

}

//實現(xiàn)“塊”翻轉(zhuǎn)的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0);

turnState = (turnState + 1)%4;

dispBlock(1);

}

}

//實現(xiàn)“塊”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0);

col--;

dispBlock(1);

}

}

//實現(xiàn)塊的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0);

col++;

dispBlock(1);

}

}

//實現(xiàn)塊落下的操作的方法

public boolean fallDown(){

if(blockState == 2)

return(false);

if(assertValid(blockType,turnState,row-1,col)){

dispBlock(0);

row--;

dispBlock(1);

return(true);

}else{

blockState = 2;

dispBlock(2);

return(false);

}

}

//判斷是否正確的方法

boolean assertValid(int t,int s,int row,int col){

int k = 0x8000;

for(int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if((int)(pattern[t][s]k) != 0){

int temp = scr.getScrArrXY(row-i,col+j);

if (temp0||temp==2)

return false;

}

k = k 1;

}

}

return true;

}

//同步顯示的方法

public synchronized void dispBlock(int s){

int k = 0x8000;

for (int i = 0; i 4; i++){

for(int j = 0; j 4; j++){

if(((int)pattern[blockType][turnState]k) != 0){

scr.drawUnit(row-i,col+j,s);

}

k=k1;

}

}

}

}

//定時線程

class MyTimer extends Thread{

GameCanvas scr;

public MyTimer(GameCanvas scr){

this.scr = scr;

}

public void run(){

while(true){

try{

sleep((10-ERS_Block.level + 1)*100);

}

catch(InterruptedException e){}

if(!scr.getBlock().fallDown()){

scr.deleteFullLine();

if(scr.isGameEnd()){

ERS_Block.isPlay = false;

suspend();

}else

scr.getBlock().reset();

}

}

}

class WinListener extends WindowAdapter{

public void windowClosing (WindowEvent l){

System.exit(0);

}

}

web前端入門到實戰(zhàn):純CSS畫動態(tài)彩虹

效果圖如下

用兩個嵌套的div容器,父容器來控制圖標(biāo)顯示的位置,子容器用來寫彩虹的樣式。

1、定義父容器樣式,控制圖標(biāo)位置,順便給整個頁面加個背景色,方便預(yù)覽

2、彩虹樣式,彩虹有一個左右搖擺的動畫效果

3、投影樣式,別忘了是同樣有動畫的喲

搞定,很簡單有沒有,跟著實現(xiàn)一遍,你也可以畫出美麗的彩虹咯~

Java 怎么樣畫調(diào)色板、或彩虹、或色譜

先定義要漸變的顏色,然后試試這個

Graphics2D g2 = (Graphics2D) g;

//繪制漸變

g2.setPaint(new GradientPaint(

0, 0, new Color(116, 149, 226),

getWidth(), getHeight(),

new Color(199, 212, 247)

));

g2.fillRect(0, 0, getWidth(), getHeight());


本文名稱:java畫彩虹的源代碼,編程彩虹怎么畫
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