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java中畫王八的代碼,java中畫王八的代碼是什么

java畫烏龜

首先,手動畫一個(gè)小烏龜,如下:

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然后,按照J(rèn)ava繪圖基本步驟一步步來。

swing 編程步驟:

1. 繼承JFrame

2. 定義組件

3.創(chuàng)建組件(構(gòu)造函數(shù))

4.添加組件

5.對窗體設(shè)置

6.顯示窗體

最終效果如下:

代碼如下:

/**?

*?功能:畫一個(gè)烏龜?

*/??

package?com.test1;??

import?java.awt.*;??

import?javax.swing.*;??

public?class?MyTortoise??extends?JFrame{??

MyPanel2?mp?=?null;??

//構(gòu)造函數(shù)??

public?MyTortoise(){??

mp?=?new?MyPanel2();??

this.add(mp);??

this.setTitle("小烏龜,丑丑噠");??

this.setSize(400,300);??

this.setVisible(true);??

this.setLocation(300,200);??

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);??

}??

public?static?void?main(String[]?args)?{??

MyTortoise?mtg?=?new?MyTortoise();??

}?????

}??

//我的面板。只有JPanel有畫圖方法,JFrame沒有,故必須在JFrame中添加JPanel??

class?MyPanel2?extends?JPanel{??

//定義一個(gè)烏龜??

Tortoise?t?=?null;??

//構(gòu)造函數(shù)??

public?MyPanel2(){????

t?=?new??Tortoise(100,100);??

}??

//畫烏龜??

public?void?drawTortoise(int?x,?int?y,?Graphics?g){??

//1.畫臉??

g.setColor(Color.green);??

g.fillOval(x+60,?y,?30,?15);??

//2.畫左眼??

g.setColor(Color.black);??

g.fillOval(x+65,?y+3,?5,?5);??

//3.畫右眼??

g.fillOval(x+78,?y+3,?5,?5);??

//4.畫脖子??

g.setColor(Color.green);??

g.fillOval(x+70,?y,?10,?42);??

//5.畫烏龜殼??

g.setColor(Color.red);??

g.fillOval(x+40,?y+40,?70,?100);??

//6.畫左上腳??

g.setColor(Color.green);??

g.fillOval(x+15,?y+60,?30,?10);??

//7.畫右上腳??

g.fillOval(x+105,?y+60,?30,?10);??

//8.畫左下腳??

g.fillOval(x+15,?y+110,?30,?10);??

//9.畫右下腳??

g.fillOval(x+105,?y+110,?30,?10);??

//10.畫尾巴??

g.setColor(Color.black);??

g.drawLine(x+70,y+140,x+130,y+210);??

g.drawOval(x+95,?y+150,?30,?30);??

}??

//覆蓋JPanel的paint方法??

//Graphics?是繪圖的重要類。你可以把他理解成一只畫筆??

public?void?paint(Graphics?g){??

//1.調(diào)用父類函數(shù)完成初始化任務(wù)??

//這句話不能少??

super.paint(g);??

//2.畫烏龜,調(diào)用方法即可??

this.drawTortoise(50,?50,?g);??

}??

}??

//定義一個(gè)烏龜類??

class?Tortoise?{??

//表示烏龜?shù)臋M坐標(biāo)??

int?x?=?0;??

//表示烏龜?shù)目v坐標(biāo)??

int?y?=?0;??

public?int?getX()?{??

return?x;??

}??

public?void?setX(int?x)?{??

this.x?=?x;??

}??

public?int?getY()?{??

return?y;??

}??

public?void?setY(int?y)?{??

this.y?=?y;??

}??

public?Tortoise(int?x,?int?y){??

this.x?=?x;??

this.y?=?y;??

}??

}

用java 在窗體中畫一個(gè)簡單圖形。

幫你改了一下。

你要畫在panel上,然后frame.add(panel)就能顯示。

是不是和applet搞混了,applet復(fù)寫一些方法就能顯示,但現(xiàn)在你編的是java gui

import java.awt.*;

import java.awt.Event.*;

import javax.swing.*; //import javax.swing.Timer;

import java.awt.BasicStroke;

//import java.util.Date;

//import java.text.*;

//import java.util.*;

public class TestGui {

public void paint(Graphics g) {

Graphics2D a2d = (Graphics2D) g;

int x = 120, y = 90, width = 150, height = 150;

a2d.setColor(Color.red);

a2d.setStroke(new BasicStroke(3.0f)); // 設(shè)置線條寬度,3.0即線的寬度

a2d.drawOval(x, y, width, height);

}

public static void main(String[] args) {

JFrame frame = new JFrame();

// frame.add(new paint(),BorderLayout.CENTER);

frame.setSize(500, 500);

frame.setLocation(200, 200);

frame.setVisible(true);

Panel p = new Panel();

frame.add(p);

// frame.paint(null);

// TODO code application logic here

}

}

class Panel extends JPanel {

// 重新覆蓋paint方法

public void paint(Graphics g) {

super.paint(g);

Graphics2D a2d = (Graphics2D) g;

int x = 120, y = 90, width = 150, height = 150;

a2d.setColor(Color.red);

a2d.setStroke(new BasicStroke(3.0f)); // 設(shè)置線條寬度,3.0即線的寬度

a2d.drawOval(x, y, width, height);

}

}

java究竟怎么在JFrame上畫東西?

java在JFrame上畫東西,主要是使用paint方法,代碼如下:

import?java.awt.Color;

import?java.awt.Graphics;

import?javax.swing.JFrame;

import?javax.swing.JPanel;

public?class?Draw?extends?JFrame{

JPanel??jPanel=new?JPanel();

public?Draw()?{

jPanel.setBackground(Color.red);

add(jPanel);?

Drawation?drawaction=new?Drawation();//添加畫圖,把上面jpanel的設(shè)置給覆蓋了;要是先添加畫圖再添加

add(drawaction);????????????????????//jpanel則把畫圖覆蓋了

}

public?static?void?main(String[]?args){

Draw?draw=new?Draw();

draw.setTitle("abc");

draw.setSize(300,300);

draw.setVisible(true);

draw.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

}

}

class?Drawation?extends?JPanel{

public?void?paintComponent(Graphics?g){

super.paintComponents(g);

g.drawString("agagh",?50,?45);

}

}

運(yùn)行結(jié)果如下:

JAVA的程序設(shè)計(jì),設(shè)計(jì)一個(gè)龜兔賽跑的線程類模擬參與賽跑。

感覺挺有趣的,試著寫了個(gè)~

public static void main(String[] arg) {

new wugui().run();

new tuzi().run();

}

static class wugui {

final int sudu = 4;// 烏龜?shù)乃俣仁敲棵?米

public static boolean hasEnd = false;// 是否已經(jīng)跑到終點(diǎn)

public void run() {

new Thread() {

public void run() {

int distance = 0;

while (distance 100) {

try {

Thread.sleep(1000);

distance += sudu;

System.out.println("小烏龜跑了" + distance + "米");

} catch (InterruptedException e) {

e.printStackTrace();

}

}

hasEnd = true;

if (tuzi.hasEnd) {

System.out.println("嗚嗚,差一點(diǎn)點(diǎn)就贏了~");

} else {

System.out.println("勝利是屬于有準(zhǔn)備的人的,你的自大害了你!-------烏龜贏了");

}

}

}.start();

}

}

static class tuzi {

final int sudu = 5;// 兔子的速度是每秒5米

public static boolean hasEnd = false;// 是否已經(jīng)跑到終點(diǎn)

public void run() {

new Thread() {

@Override

public void run() {

int distance = 0;// 跑了多少米

boolean hasXiuXi = false;// 是否休息過

while (distance 100) {

try {

Thread.sleep(1000);

distance += sudu;

System.out.println("小兔子跑了" + distance + "米");

if (distance 50 !hasXiuXi) {

System.out.println("小兔子累了,決定休息一會兒~");

Thread.sleep((long) (10000 * Math.random()));

System.out.println("小兔子休息夠了,又開始跑了,決一勝負(fù)吧!");

hasXiuXi = true;

}

} catch (InterruptedException e) {

e.printStackTrace();

}

}

hasEnd = true;

if (wugui.hasEnd) {

System.out.println("嗚嗚,早知道就不休息了~");

} else {

System.out.println("哇哈哈,你個(gè)戰(zhàn)5渣也想贏我~~做夢去吧??!-------兔子贏了");

}

}

}.start();

}

}


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