一般来说,您应该研究将视图和数据分离的概念,这意味着您可以有一个“游戏模型”,可以应用于视图,然后视图将根据模型属性修改自己,这通常被称为“模型-视图-控制器”。
然而,问题是,你永远不会移除
grid
当你创建一个新游戏时,从它的父容器
if (checkexists == true){
grid = null;
grid = new JPanel();
}
网格
,则应将其从父容器中移除
if (grid != null) {
mainGame.remove(grid);
grid = null;
grid = new JPanel();
}
或者你也可以把组件从机器上取下来
网格
面板本身
grid.removeAll();
另一种方法。。。
在所有阶段,您都应该尝试将对象和工作流彼此分离,以便更容易更改任何一个部分,而不会对系统或工作流的其他部分产生不利影响。
例如,看看您的代码,导航决策与每个面板/视图紧密耦合,但实际上,他们不应该知道或关心导航是如何工作的(或存在其他视图的事实),他们应该只做这些工作。
你应该花点时间通读。。。
但这对你有什么帮助?好吧,它会一直帮助你!
让我们从“游戏”本身开始。我们需要的第一件事是某种容器来保存游戏的数据库逻辑,因此根据您当前的代码,它可能看起来像。。。
public interface GameModel {
public int getRows();
public int getColumns();
}
我知道,太棒了,不是吗,但这
interface
将逐渐掌握运行游戏所需的逻辑。
现在,我们可以把这个应用到
GamePanel
public class GamePane extends JPanel {
public interface Obsever {
public void back(GamePane source);
}
private GameModel model;
private Obsever obsever;
private JPanel contentPane;
private ActionListener buttonActionListener = new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
didTap(e.getActionCommand());
}
};
public GamePane(Obsever obsever) {
this.obsever = obsever;
setLayout(new BorderLayout());
contentPane = new JPanel();
add(new JScrollPane(contentPane));
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
obsever.back(GamePane.this);
}
});
JPanel bannerPane = new JPanel(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.weightx = 1;
gbc.anchor = GridBagConstraints.LINE_END;
bannerPane.add(backButton, gbc);
add(bannerPane, BorderLayout.NORTH);
}
@Override
public Dimension getPreferredSize() {
// Bunch of things we could do here, but this basically
// acts as a stand in for CardLayout, otherwise the primary
// view will be to small
return new Dimension(800, 800);
}
public void setModel(GameModel model) {
if (this.model == model) {
// Do nothing, nothings changed
return;
}
this.model = model;
buildUI();
}
protected void buildUI() {
contentPane.removeAll();
if (model == null) {
return;
}
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
Random rnd = new Random();
JButton[][] gridbutton = new JButton[model.getRows()][model.getColumns()];
contentPane.setLayout(new GridLayout(model.getRows(), model.getColumns()));
//Game.MainMenu.MainbuttonAL mainbuttonAL = new Game.MainMenu.MainbuttonAL();
for (int i = 0; i < model.getRows(); i++) {
for (int j = 0; j < model.getColumns(); j++) {
int randomnumber = rnd.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
//gridbutton[i][j].addActionListener(mainbuttonAL);
contentPane.add(gridbutton[i][j]);
}
}
}
protected void didTap(String action) {
}
}
现在,有趣的“多汁”部分在
buildUI
它被称为
setModel
当模型改变时。这只是基于
GameModel
财产。
GamePane
通过它
Observer
界面
.我首先创建了一个单独的类来处理导航工作流。
这意味着“如何”或“实现细节”与系统的其他部分分离或隐藏。相反,它使用了简单的观察者/委派工作流。
每个视图都提供了一个
观察者
(对于更好的名称)它描述了需要执行的导航操作。例如,两个
SettingsPane
和
游戏窗格
只是拥有
back
.他们不在乎之前发生了什么,这取决于导航控制器。
public class NavigationPane extends JPanel {
enum View {
MAIN_MENU, GAME, SETTINGS
}
private CardLayout cardLayout;
private GameModel model;
private GamePane gamePane;
// Just for testing...
private Random rnd = new Random();
public NavigationPane() {
cardLayout = new CardLayout();
setLayout(cardLayout);
add(new MainMenu(new MainMenu.Observer() {
@Override
public void newGame(MainMenu source) {
gamePane.setModel(createModel());
navigateTo(View.GAME);
}
@Override
public void continueGame(MainMenu source) {
// Because it's possible to push continue
// without starting a game
// It might be possible have a "menu" model
// which can be used to change the enabled state of
// the continue button based on the state of the
// game
gamePane.setModel(getOrCreateGameModel());
navigateTo(View.GAME);
}
@Override
public void settingsGame(MainMenu source) {
navigateTo(View.SETTINGS);
}
}), View.MAIN_MENU);
gamePane = new GamePane(new GamePane.Obsever() {
@Override
public void back(GamePane source) {
navigateTo(View.MAIN_MENU);
}
});
add(gamePane, View.GAME);
add(new SettingsPane(new SettingsPane.Obsever() {
@Override
public void back(SettingsPane source) {
navigateTo(View.MAIN_MENU);
}
}), View.SETTINGS);
navigateTo(View.MAIN_MENU);
}
protected GameModel createModel() {
model = new DefaultGameModel(rnd.nextInt(9) + 2, rnd.nextInt(9) + 2);
return model;
}
protected GameModel getOrCreateGameModel() {
if (model == null) {
model = createModel();
}
return model;
}
protected void add(Component component, View view) {
add(component, view.name());
}
protected void navigateTo(View view) {
cardLayout.show(this, view.name());
}
}
可运行的示例。。。
所以,这是大量的断章取义的代码。下面的示例基本上是一种可能的方法,您可以采取这种方法来进一步减少目前代码库中不断增长的一些混乱和耦合。
import java.awt.BorderLayout;
import java.awt.CardLayout;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
JFrame frame = new JFrame();
frame.add(new NavigationPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class NavigationPane extends JPanel {
enum View {
MAIN_MENU, GAME, SETTINGS
}
private CardLayout cardLayout;
private GameModel model;
private GamePane gamePane;
// Just for testing...
private Random rnd = new Random();
public NavigationPane() {
cardLayout = new CardLayout();
setLayout(cardLayout);
add(new MainMenu(new MainMenu.Observer() {
@Override
public void newGame(MainMenu source) {
gamePane.setModel(createModel());
navigateTo(View.GAME);
}
@Override
public void continueGame(MainMenu source) {
// Because it's possible to push continue
// without starting a game
// It might be possible have a "menu" model
// which can be used to change the enabled state of
// the continue button based on the state of the
// game
gamePane.setModel(getOrCreateGameModel());
navigateTo(View.GAME);
}
@Override
public void settingsGame(MainMenu source) {
navigateTo(View.SETTINGS);
}
}), View.MAIN_MENU);
gamePane = new GamePane(new GamePane.Obsever() {
@Override
public void back(GamePane source) {
navigateTo(View.MAIN_MENU);
}
});
add(gamePane, View.GAME);
add(new SettingsPane(new SettingsPane.Obsever() {
@Override
public void back(SettingsPane source) {
navigateTo(View.MAIN_MENU);
}
}), View.SETTINGS);
navigateTo(View.MAIN_MENU);
}
protected GameModel createModel() {
model = new DefaultGameModel(rnd.nextInt(9) + 2, rnd.nextInt(9) + 2);
return model;
}
protected GameModel getOrCreateGameModel() {
if (model == null) {
model = createModel();
}
return model;
}
protected void add(Component component, View view) {
add(component, view.name());
}
protected void navigateTo(View view) {
cardLayout.show(this, view.name());
}
}
public class MainMenu extends JPanel {
public interface Observer {
public void newGame(MainMenu source);
public void continueGame(MainMenu source);
public void settingsGame(MainMenu source);
}
private Observer observer;
public MainMenu(Observer observer) {
this.observer = observer;
setLayout(new GridBagLayout());
JButton newGameButton = new JButton("New Game");
JButton continueButton = new JButton("Continue");
JButton settingsButton = new JButton("Settings");
GridBagConstraints gbc = new GridBagConstraints();
gbc.fill = GridBagConstraints.HORIZONTAL;
gbc.gridwidth = GridBagConstraints.REMAINDER;
add(newGameButton, gbc);
add(continueButton, gbc);
add(settingsButton, gbc);
newGameButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
observer.newGame(MainMenu.this);
}
});
continueButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
observer.continueGame(MainMenu.this);
}
});
settingsButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
observer.settingsGame(MainMenu.this);
}
});
}
}
public class SettingsPane extends JPanel {
public interface Obsever {
public void back(SettingsPane source);
}
public SettingsPane(Obsever obsever) {
setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridwidth = GridBagConstraints.REMAINDER;
add(new JLabel("All your setting belong to us"), gbc);
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
obsever.back(SettingsPane.this);
}
});
add(backButton, gbc);
}
}
public interface GameModel {
public int getRows();
public int getColumns();
}
public class DefaultGameModel implements GameModel {
private int rows;
private int columns;
public DefaultGameModel(int rows, int columns) {
this.rows = rows;
this.columns = columns;
}
@Override
public int getRows() {
return rows;
}
@Override
public int getColumns() {
return columns;
}
}
public class GamePane extends JPanel {
public interface Obsever {
public void back(GamePane source);
}
private GameModel model;
private Obsever obsever;
private JPanel contentPane;
private ActionListener buttonActionListener = new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
didTap(e.getActionCommand());
}
};
public GamePane(Obsever obsever) {
this.obsever = obsever;
setLayout(new BorderLayout());
contentPane = new JPanel();
add(new JScrollPane(contentPane));
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
obsever.back(GamePane.this);
}
});
JPanel bannerPane = new JPanel(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.weightx = 1;
gbc.anchor = GridBagConstraints.LINE_END;
bannerPane.add(backButton, gbc);
add(bannerPane, BorderLayout.NORTH);
}
@Override
public Dimension getPreferredSize() {
// Bunch of things we could do here, but this basically
// acts as a stand in for CardLayout, otherwise the primary
// view will be to small
return new Dimension(800, 800);
}
public void setModel(GameModel model) {
if (this.model == model) {
// Do nothing, nothings changed
return;
}
this.model = model;
buildUI();
}
protected void buildUI() {
contentPane.removeAll();
if (model == null) {
return;
}
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
Random rnd = new Random();
JButton[][] gridbutton = new JButton[model.getRows()][model.getColumns()];
contentPane.setLayout(new GridLayout(model.getRows(), model.getColumns()));
//Game.MainMenu.MainbuttonAL mainbuttonAL = new Game.MainMenu.MainbuttonAL();
for (int i = 0; i < model.getRows(); i++) {
for (int j = 0; j < model.getColumns(); j++) {
int randomnumber = rnd.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
//gridbutton[i][j].addActionListener(mainbuttonAL);
contentPane.add(gridbutton[i][j]);
}
}
}
protected void didTap(String action) {
}
}
}