java窗体添加背景图片_Java项目实战之实战之天天酷跑(四):游戏主界面
接上文,本文將實現游戲主界面,功能如下:
移動的背景圖片、動態的玩家、玩家的移動功能、五種障礙物持續出現、玩家和障礙物的碰撞、暫停、繼續功能。
首先,看一下整體效果:
動圖實在太大,幾秒鐘的 Gif 就十幾兆了。無奈,圖片展示效果。
跳躍、得分、下落、障礙物:
碰到障礙物后,玩家被推著走。
下面,分別解釋一下每個功能的邏輯:
一、創建一個顯示窗體,承載游戲的主面板類。
GameFrame.java
package cn.sqc.runday.view;import javax.swing.ImageIcon; import javax.swing.JFrame;import cn.sqc.runday.controller.GamePanel;/*** @author Huey*2020-11-27 下午12:40:22* 游戲主界面:顯示窗體,承載游戲的主面板類*/public class GameFrame extends JFrame {//設置窗體寬高屬性public static final int WIDTH=1500;public static final int HEIGHT=900;public GameFrame() {//2.4創建游戲面板對象,并添加到窗體上去GamePanel panel = new GamePanel();panel.action();//程序啟動的方法this.addKeyListener(panel);//誰實現就監聽誰this.add(panel);/**1.設置窗體基本屬性*/this.setSize(WIDTH,HEIGHT);this.setLocationRelativeTo(null);this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);this.setIconImage(new ImageIcon("Image/115.png").getImage());this.setUndecorated(true);this.setVisible(true); }public static void main(String[] args) {new GameFrame();} }二、游戲主面板類(核心邏輯類):
1、背景圖片滾動效果
使用兩張背景圖片,實現背景圖片滾動效果的邏輯如下:
下面用動圖演示一下:
2、玩家動態效果
我國早期很有名的一部動畫片《大鬧天宮》,由于當時沒有電腦,所以需要一幀一幀的畫,隨后快速播放圖片,形成動態的畫面(我愿稱之:真·動畫),并為之配音,短短10分鐘的動畫卻要畫7000到10000張原畫!
而此處,我們的玩家的奔跑姿態,同理是由九張圖片構成。
下面動圖演示:
下面是實現玩家的(生成、移動、繪制)的基本代碼,后面的障礙物的實現,也都遵循這一編寫邏輯。
為更方便讀懂代碼,已盡力注釋,若仍有不清楚的地方,歡迎留言交流。
Person.java
package cn.sqc.runday.model;import java.awt.Graphics; import java.awt.Image; import java.io.File; import java.io.IOException;import javax.imageio.ImageIO;import cn.sqc.runday.view.GameFrame;/*** @author Huey* @date 2020-11-23* 玩家的實體類*/ public class Person {//1.聲明屬性private Image image;//1.1 玩家當前顯示圖片private Image[] images;//1.2 玩家所有圖片public static final int WIDTH = 120;//1.3玩家寬高public static final int HEIGHT = 120;//1.4玩家初始位置坐標private int x,y;int index;//下面用作切換圖片//玩家得分private int score;//玩家跑酷距離private int distance;public Person() {//2.賦值//給圖片數組images賦值init();//2.1 先寫,會提示要不要實現!自動生成方法//默認當前顯示圖片位第一張圖片 2.6image = images[0];x = 90;//2.7y = 580;//腳踩地板index = 0;score = 0;distance = 0;}//玩家自由下落方法5.1public void drop() {y += 5;if(y>=580){// 下落歸下落,也得溫柔點,不能讓小人兒踩破了地板y = 580;}}//玩家移動的方法public void step(){//玩家圖片的切換image = images[index ++ /3%images.length];//玩家坐標改變(玩家坐標通過鍵盤控制,此次不做處理)}//繪制玩家的方法public void paintPerson(Graphics g){g.drawImage(image, x, y, WIDTH, HEIGHT, null);}//判斷玩家是否越界的方法public boolean outOfBounds(){return this.x >= GameFrame.WIDTH || this.x <= -WIDTH;}private void init() {//2.2images = new Image[9];for(int i = 0; i<images.length; i++){//2.3try {//2.5images[i] = ImageIO.read(new File("Image/"+(i+1) + ".png"));//2.4} catch (IOException e) {//2.5// TODO Auto-generated catch blocke.printStackTrace();}}} //2.8 右鍵,Source,GGASpublic Image getImage() {return image;}public void setImage(Image image) {this.image = image;}public Image[] getImages() {return images;}public void setImages(Image[] images) {this.images = images;}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 static int getWidth() {return WIDTH;}public static int getHeight() {return HEIGHT;}public int getIndex() {return index;}public void setIndex(int index) {this.index = index;}public int getScore() {return score;}public void setScore(int score) {this.score = score;}public int getDistance() {return distance;}public void setDistance(int distance) {this.distance = distance;}}3、幾種障礙物的出現
障礙物一:螃蟹
package cn.sqc.runday.model;import java.awt.Graphics; import java.awt.Image; import java.awt.Paint; import java.io.File;import javax.imageio.ImageIO;import cn.sqc.runday.view.GameFrame;public class Barrs_1 {private Image image;private Image [] images;public static final int WIDTH=100;public static final int HEIGHT=110;private int x,y;int index;private int speed;public Barrs_1() {// 螃蟹!images = new Image[2];try {images[0]=ImageIO.read(new File("image/a2.png"));images[1]=ImageIO.read(new File("image/a4.png")); } catch (Exception e) {// TODO: handle exception} image = images[0];x=GameFrame.WIDTH+100;y=580;speed =30;index = 0;}public void step() {//切換圖片image =images[index++/5%images.length];x-=speed;//切換圖片實現螃蟹爪子張合的動態效果的同時,使其向左移動}public void paintBarrs(Graphics g) {g.drawImage(image, x,y,WIDTH,HEIGHT, null); }public boolean outofBounds(){return this.x <=-WIDTH;} public Image getImage() {return image; } public void setImage(Image image) {this.image = image; } public Image[] getImages() {return images; } public void setImages(Image[] images) {this.images = images; } 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 int getIndex() {return index; } public void setIndex(int index) {this.index = index; } public int getSpeed() {return speed; } public void setSpeed(int speed) {this.speed = speed; } public static int getWidth() {return WIDTH; } public static int getHeight() {return HEIGHT; }}需要注意的是,在創建后,記得添加set、get方法。以便在面板類中對其障礙物進行操作。
障礙物二:寵物
與其稱之障礙物,不如說它是個跟著玩家的小跟班。
package cn.sqc.runday.model;import java.awt.Graphics; import java.awt.Image; import java.awt.event.KeyListener; import java.io.File; import java.io.IOException;import javax.imageio.ImageIO;import cn.sqc.runday.view.GameFrame;public class Barrs_2{ // 寵物!private Image image;private Image images [] ;public static final int WIDTH= 70;public static final int HEIGHT = 60;private int x,y;int index;public Barrs_2() {init();image = images[0];x=300;y=460;}public void drop() {y ++;if(y>=460){y = 460;}}public void step(){image = images[index++/2%images.length];}public void paintBarrs(Graphics g) {g.drawImage(image, x,y,WIDTH,HEIGHT, null);}public boolean outofBounds() {return this.x<=-WIDTH;} public void init(){images = new Image[6];for( int i=0;i<6;i++){try {images[i]=ImageIO.read(new File ("Image/"+"d"+(i+1)+".png"));} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}} } public Image getImage() {return image; } public void setImage(Image image) {this.image = image; } public Image[] getImages() {return images; } public void setImages(Image[] images) {this.images = images; } 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 int getIndex() {return index; } public void setIndex(int index) {this.index = index; } public static int getWidht() {return WIDTH; } public static int getHeight() {return HEIGHT; }}障礙物三、導彈
package cn.sqc.runday.model;import java.awt.Graphics; import java.awt.Image; import java.io.File;import javax.imageio.ImageIO;import cn.sqc.runday.view.GameFrame;public class Barrs_3 {// 導彈!private Image image;private int x,y;public static final int WIDTH = 150;public static final int HEIGHT=70;private int speed;public Barrs_3() {try {image = ImageIO.read(new File("image/daodan.png"));} catch (Exception e) {// TODO: handle exception}x=GameFrame.WIDTH+1000;y=450;speed = 25 ;}public void step(){x-=speed;}public void paintBarrs(Graphics g) {g.drawImage(image, x, y, WIDTH, HEIGHT, null);}public boolean outofBounds(){return this.x<=-WIDTH;}public Image getImage() {return image;}public void setImage(Image image) {this.image = image;}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 int getSpeed() {return speed;}public void setSpeed(int speed) {this.speed = speed;}public static int getWidth() {return WIDTH;}public static int getHeight() {return HEIGHT;}}障礙物四:魚叉等障礙物
package cn.sqc.runday.model;import java.awt.Graphics; import java.awt.Image; import java.io.File; import java.util.Random;import javax.imageio.ImageIO;import cn.sqc.runday.view.GameFrame;public class Barrs_4 {// 魚叉障礙物!private Image image;private Image images[];public static final int WIDTH =150;public static final int HEIGHT =350;private int x,y;public Barrs_4() {//構造方法Random random = new Random();images = new Image[4] ;try {images[0] = ImageIO.read(new File("image/11.png"));images[1]= ImageIO.read(new File("image/12.png"));images[2]= ImageIO.read(new File("image/13.png"));images[3]= ImageIO.read(new File("image/14.png"));} catch (Exception e) {// TODO: handle exception}image= images[random.nextInt(4)];x=GameFrame.WIDTH+1500;y=0;}public void step(){x-=20;}public void paintBarrs(Graphics g){g.drawImage(image, x, y, WIDTH, HEIGHT, null);}public boolean outofBounds(){return this.x<=-WIDTH;}public Image getImage() {return image;}public void setImage(Image image) {this.image = image;}public Image[] getImages() {return images;}public void setImages(Image[] images) {this.images = images;}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 static int getWidth() {return WIDTH;}public static int getHeight() {return HEIGHT;}}障礙物五、金幣
在此,暫且先不寫金幣的動態效果。
package cn.sqc.runday.model;import java.awt.Graphics; import java.awt.Image; import java.io.File; import java.io.IOException; import java.util.Random;import javax.imageio.ImageIO;import cn.sqc.runday.view.GameFrame;/*** @author Huey*2020-11-30 下午03:44:51*金幣障礙物類* */ public class Barrs_5 {private Image image;//當前顯示圖片public static final int WIDTH = 30;public static final int HEIGHT = 30;private int x,y;private int speed;Random random = new Random();public Barrs_5() {try {image = ImageIO.read(new File("Image/"+(random.nextInt(6) + 21) + ".png"));} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}x = GameFrame.WIDTH + 10;y = random.nextInt(600);speed = 20;}public void step(){x -= speed;}public void paintBarrs(Graphics g){g.drawImage(image, x, y, WIDTH, HEIGHT, null);}public boolean outofBounds() {return this.x<=-WIDTH;}public Image getImage() {return image;}public void setImage(Image image) {this.image = image;}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 int getSpeed() {return speed;}public void setSpeed(int speed) {this.speed = speed;}public Random getRandom() {return random;}public void setRandom(Random random) {this.random = random;}public static int getWidth() {return WIDTH;}public static int getHeight() {return HEIGHT;}}4、玩家和障礙物的碰撞邏輯
以玩家與導彈的碰撞舉例:
for(int i = 0;i<barrs3.length;i++){if(person.getX() + Person.WIDTH >= barrs3[i].getX() &&person.getX() <= barrs3[i].getX() + Barrs_3.WIDTH &&person .getY() +Person.getHeight() >= barrs3[i].getY() &&person.getY() <= barrs3[i].getY () + Barrs_3.HEIGHT){if(person.getX() + Person.WIDTH <= barrs3[i].getX() + Barrs_3.WIDTH){//玩家的寬度(120px)是比障礙物小的//左碰撞person.setX(barrs3[i].getX() - Barrs_3.WIDTH);}else{//右碰撞person.setX(barrs3[i].getX()+ Barrs_3.WIDTH );} }}以下動圖演示了玩家從右邊與障礙物b發生碰撞和從左邊碰撞的邏輯,上下碰撞同理。
上下左右碰撞的邏輯代碼,在動圖下方:
5、暫停、繼續邏輯
在監聽鍵盤按鍵的方法中。
代碼如下:
此處的flag來源于上面程序啟動的方法中,不難看出只要按了空格鍵,就能實現生成、移動、繪制方法的暫停,也就相當于畫面的靜止、游戲的暫停!
6、結束邏輯
游戲主界面代碼如下:
package cn.sqc.runday.controller;import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Image; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.io.File; import java.io.IOException; import java.util.Arrays;import javax.imageio.ImageIO; import javax.swing.JPanel;import cn.sqc.runday.model.Barrs_1; import cn.sqc.runday.model.Barrs_2; import cn.sqc.runday.model.Barrs_3; import cn.sqc.runday.model.Barrs_4; import cn.sqc.runday.model.Barrs_5; import cn.sqc.runday.model.Person; import cn.sqc.runday.view.EndFrame; import cn.sqc.runday.view.GameFrame;/*** @author Huey*2020-11-27 下午12:28:44* 游戲主面板類,核心邏輯類* 1、背景圖片滾動效果* 2、玩家動態效果* 3、五種障礙物的出現* 4、玩家和障礙物的碰撞邏輯* 5、暫停、繼續邏輯* 6、結束邏輯*/public class GamePanel extends JPanel implements KeyListener{/**2、生成動態的背景圖片***///2.1聲明背景圖片對象Image background;Image score;Image pause;//暫停Image proceed;//繼續./***3.實現玩家的動態效果和移動功能***///3.1創建玩家對象(類的實例化)Person person;Barrs_2 barrs_2;//寵物Barrs_4 barrs_4;//魚鉤等障礙物Barrs_5 barrs_5;//金幣/**4.實現螃蟹障礙物*///4.1Barrs_1[]barrs1 = {};//存儲螃蟹數組(沒有元素,可以擴容)Barrs_3[]barrs3 ={};//導彈Barrs_4[]barrs4={};//魚鉤Barrs_5[]barrs5 = {};//金幣public GamePanel() {//3.2person = new Person();//調用Person類的構造方法,創建對象并賦值barrs_2 = new Barrs_2();//2.2讀取圖片文件try{background =ImageIO.read(new File("Image/cc.png"));//跑酷背景score =ImageIO.read(new File("Image/a12.png"));//得分背景pause = ImageIO.read(new File("Image/b2.png"));proceed = ImageIO.read(new File("Image/b1.png"));}catch(IOException e){e.printStackTrace();}}//2.5int x=0;//背景圖片初始位置 @Override public void paint(Graphics g) { super.paint(g);//2.7if(flag){x-=20;//圖片滾動的速度}//2.3繪制背景圖片(動態切換很流暢)g.drawImage(background, x, 0, GameFrame.WIDTH, GameFrame.HEIGHT, null);g.drawImage(background, x+GameFrame.WIDTH, 0, GameFrame.WIDTH, GameFrame.HEIGHT,null);if(x<=-GameFrame.WIDTH){//實現兩張圖片之間的切換x = 0;}//3.3繪制 玩家person.paintPerson(g);//繪制螃蟹for(int i =0;i<barrs1.length;i++){barrs1[i].paintBarrs(g);}//繪制寵物barrs_2.paintBarrs(g);//繪制導彈for(int i =0;i<barrs3.length;i++){barrs3[i].paintBarrs(g);}//隨機繪制魚鉤障礙物for(int i =0;i<barrs4.length;i++){barrs4[i].paintBarrs(g);}//隨機繪制金幣for(int i = 0;i<barrs5.length;i++){barrs5[i].paintBarrs(g);}//位置越往下,圖層越往上//繪制玩家分數g.drawImage(score, 120, 50,null);g.setColor(Color.ORANGE);g.setFont(new Font("宋體",Font.BOLD,30 ));g.drawString("玩家得分:"+person.getScore()+"分", 133, 95);//繪制暫停、繼續標識圖片if(flag){g.drawImage(proceed, 200, 800, 90,90,null);}else{g.drawImage(pause, 200, 800, 90, 90, null);}}//生 成 障 礙 物 的 方 法 int index =0; public void enteredAction(){//實現源源 不 斷 生成障礙物的效果index++;//生成螃蟹障礙物if(index%100==0){//生成一個螃蟹Barrs_1 b1 = new Barrs_1();Barrs_3 b3 = new Barrs_3();Barrs_4 b4 = new Barrs_4();barrs1 =Arrays.copyOf(barrs1,barrs1.length+1);//數組擴容barrs1[barrs1.length-1]= b1;//放到數組最后一個元素的位置//System.out.println("測試"+barrs1.length); barrs3 =Arrays.copyOf(barrs3,barrs3.length+1);barrs3[barrs3.length-1]= b3;barrs4 =Arrays.copyOf(barrs4,barrs4.length+1);barrs4[barrs4.length-1]= b4;}if(index%15==0){Barrs_5 b5 = new Barrs_5();barrs5 = Arrays.copyOf(barrs5, barrs5.length +1);barrs5[barrs5.length-1] = b5;} }//移 動 方 法 public void stepAction(){//3..4person.step();//切換玩家的圖片—>動起來person.drop();//不斷下墜barrs_2.drop();//螃蟹障礙物移動for(int i =0;i<barrs1.length;i++){barrs1[i].step();//判斷當前障礙物是否 越界,并做越界處理if(barrs1[i].outofBounds()){//刪除越界的螃蟹障礙物barrs1[i] = barrs1[barrs1.length - 1];//將螃蟹數組最后一個元素,賦給越界的螃蟹,覆蓋了,相當于間接刪除了。barrs1= Arrays.copyOf(barrs1, barrs1.length - 1);//數組縮容}}barrs_2.step();for(int i =0;i<barrs3.length;i++){barrs3[i].step();//刪除越界的導彈障礙物if(barrs3[i].outofBounds()){barrs3[i] = barrs3[barrs3.length - 1];barrs3 = Arrays.copyOf(barrs3, barrs3.length - 1);}}for(int i =0;i<barrs4.length;i++){barrs4[i].step();//刪除越界的魚叉障礙物if(barrs4[i].outofBounds()){barrs4[i] = barrs4[barrs4.length - 1 ];barrs4 = Arrays.copyOf(barrs4, barrs4.length - 1);}}for(int i = 0;i<barrs5.length;i++){barrs5[i].step();if(barrs5[i].outofBounds()){//刪除越界的金幣barrs5[i] = barrs5[barrs5.length - 1];barrs5 = Arrays.copyOf(barrs5, barrs5.length - 1);}} }//玩家和障礙物碰撞的處理方法 public void pengAction(){//判斷玩家是否和螃蟹障礙物進行碰撞for(int i = 0;i<barrs1.length;i++){//上下左右都寫了,下是用不到的if(person.getX() + Person.WIDTH >= barrs1[i].getX() &&person.getX() <= barrs1[i].getX() + Barrs_1.WIDTH &&person .getY() +Person.getHeight() >= barrs1[i].getY() &&person.getY() <= barrs1[i].getY () + Barrs_1.HEIGHT){//碰撞后的處理(遮擋類障礙物)if(person.getX() + Person.WIDTH <= barrs1[i].getX() + Barrs_1.WIDTH){//防止人在右邊,碰撞后可以穿過障礙物//左碰撞person.setX(barrs1[i].getX() - Barrs_1.WIDTH);}else{//右碰撞person.setX(barrs1[i].getX()+ Barrs_1.WIDTH );} }}//判斷玩家是否和導彈障礙物進行碰撞for(int i = 0;i<barrs3.length;i++){if(person.getX() + Person.WIDTH >= barrs3[i].getX() &&person.getX() <= barrs3[i].getX() + Barrs_3.WIDTH &&person .getY() +Person.getHeight() >= barrs3[i].getY() &&person.getY() <= barrs3[i].getY () + Barrs_3.HEIGHT){if(person.getX() + Person.WIDTH <= barrs3[i].getX() + Barrs_3.WIDTH){//玩家的寬度(120px)是比障礙物小的//左碰撞person.setX(barrs3[i].getX() - Barrs_3.WIDTH);}else{//右碰撞person.setX(barrs3[i].getX()+ Barrs_3.WIDTH );} }}//判斷玩家是否和魚叉障礙物進行碰撞for(int i = 0;i<=barrs4.length -1;i++){//小心數組越界!if(person.getX() + Person.WIDTH >= barrs4[i].getX() &&person.getX() <= barrs4[i].getX() + Barrs_4.WIDTH &&person.getY() + Person.HEIGHT >= barrs4[i].getY() &&person.getY() <= barrs4[i].getY() + Barrs_4.HEIGHT ){if(person.getX() + Person.WIDTH <= barrs4[i].getX() + Barrs_4.WIDTH ){//左碰撞person.setX(barrs4[i].getX() - Barrs_4.WIDTH);}else{//右碰撞person.setX(barrs4[i].getX()+ Barrs_4.WIDTH );} }}//玩家和金幣的碰撞for(int i = 0;i<barrs5.length;i++){if(person.getX() + Person.WIDTH >= barrs5[i].getX() &&person.getX() <= barrs5[i].getX() + Barrs_5.WIDTH &&person .getY() +Person.getHeight() >= barrs5[i].getY() &&person.getY() <= barrs5[i].getY () + Barrs_5.HEIGHT){//判斷玩家與金幣的碰撞if(person.getX() + Person.WIDTH <= barrs5[i].getX() + Barrs_5.WIDTH){//刪除當前金幣barrs5[i] = barrs5[barrs5.length - 1];barrs5 = Arrays.copyOf(barrs5, barrs5.length - 1);//玩家加分int score = person.getScore();person.setScore(score + 10);}}}} //結束邏輯public void gameOverAction(){if(person.outOfBounds()){//程序結束isGameOver = true;//傳遞數據(創建結束界面)new EndFrame(person);//面向對象思想//數據清空person = new Person();barrs1 = new Barrs_1[]{};barrs3 = new Barrs_3[]{};}}public static boolean isGameOver = false;boolean flag = true; //2.8 創 建 一 個 程 序 啟 動 的 方 法 public void action(){new Thread(){//匿名內部類//重寫run方法public void run() {while(!isGameOver){//3.4if(flag){enteredAction();//細節:只有先生成了障礙物后,下面才能調用移動障礙物的方法stepAction();pengAction();//玩家和障礙物碰撞gameOverAction();}//重繪方法repaint();//線程休眠try {Thread.sleep(60);} catch (Exception e) {// TODO: handle exceptione.printStackTrace();}}};}.start();//創建一個線程并啟動}@Override public void keyTyped(KeyEvent e) {// TODO Auto-generated method stub}@Override public void keyPressed(KeyEvent e) {//獲取玩家當前位置坐標int x = person.getX();int y = person.getY();int x1 = barrs_2.getX();int y1 = barrs_2.getY();//上if(e.getKeyCode() == KeyEvent.VK_UP && y > 10 && y1 > 10){person.setY(y-25);barrs_2.setY(y-25);}//下if(e.getKeyCode()== KeyEvent.VK_DOWN && y<=560 && y1<560){person.setY(y+30);barrs_2.setY(y-30);}//左if(e.getKeyCode()==KeyEvent.VK_LEFT && x>=0 ){person.setX(x-30);barrs_2.setX(x1-30);}//右if(e.getKeyCode()==KeyEvent.VK_RIGHT){person.setX(x+22);barrs_2.setX(x1+22);if(x>=GameFrame.WIDTH-Person.WIDTH){//如果人物到了右邊界person.setX(GameFrame.WIDTH-Person.WIDTH);}if(x1>=GameFrame.WIDTH-barrs_2.WIDTH){//如果寵物到了右邊界barrs_2.setX(GameFrame.WIDTH - barrs_2.WIDTH);}}//暫停 繼續功能if(e.getKeyCode() == KeyEvent.VK_SPACE){flag = !flag;}}@Override public void keyReleased(KeyEvent e) {// TODO Auto-generated method stub } }文章來源:Java學習筆記_17 項目實戰之天天酷跑(四):游戲主界面原文作者:MyHuey/如有侵權,請聯系刪除
來源平臺:CSDN論壇博客
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