java画彩虹的源代码,编程彩虹怎么画
java画图形
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,
};
}
求一个JAVA游戏代码!!!急!!!
俄罗斯方块——java源代码提供
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
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("俄罗斯方块游戏 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄罗斯方块类的构造方法
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);
//右边信息窗体的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);
//定义标签和初始值
Label scorep = new Label("分数:",Label.LEFT);
Label levelp = new Label("级数:",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");
//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
//定义按钮play
Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
//定义按钮Level UP
Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));
//定义按钮Level Down
Button level_down_b =new Button("降低级数");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));
//定义按钮Level Pause
Button pause_b =new Button("游戏暂停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));
//定义按钮Quit
Button quit_b = new Button("退出游戏");
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();
}
}
//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戏画布类
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方块边长
int rowNum; //正方格的行数
int columnNum; //正方格的列数
int maxAllowRowNum; //允许有多少行未削
int blockInitRow; //新出现块的起始行坐标
int blockInitCol; //新出现块的起始列坐标
int [][] scrArr; //屏幕数组
Block b; //对方快的引用
//画布类的构造方法
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,并将屏幕数组清零的方法
void initScr(){
for(int i=0;irowNum;i++)
for (int j=0; jcolumnNum;j++)
scrArr[j]=0;
b.reset();
repaint();
}
//重新刷新画布方法
public void paint(Graphics g){
for(int i = 0; i rowNum; i++)
for(int j = 0; j columnNum; j++)
drawUnit(i,j,scrArr[j]);
}
//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(type){ //表示画方快的方法
case 0: g.setColor(Color.black);break; //以背景为颜色画
case 1: g.setColor(Color.blue);break; //画正在下落的方块
case 2: g.setColor(Color.magenta);break; //画已经落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
g.dispose();
}
public Block getBlock(){
return b; //返回block实例的引用
}
//返回屏幕数组中(row,col)位置的属性值
public int getScrArrXY(int row,int col){
if (row 0 || row = rowNum || col 0 || col = columnNum)
return(-1);
else
return(scrArr[row][col]);
}
//返回新块的初始行坐标方法
public int getInitRow(){
return(blockInitRow); //返回新块的初始行坐标
}
//返回新块的初始列坐标方法
public int getInitCol(){
return(blockInitCol); //返回新块的初始列坐标
}
//满行删除方法
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);
}
//判断游戏是否结束方法
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){
}
//处理键盘输入的方法
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;
}
}
}
//处理控制类
class Command implements ActionListener{
static final int button_play = 1; //给按钮分配编号
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; //当前按钮
GameCanvas scr;
//控制按钮类的构造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}
//按钮执行方法
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);
}
}
}
//方块类
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态
{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; //块的模式号(0-6)
int turnState; //块的翻转状态(0-3)
int blockState; //快的下落状态
int row,col; //块在画布上的坐标
GameCanvas scr;
//块类的构造方法
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();
}
//重新初始化块,并显示新块
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);
}
//实现“块”翻转的方法
public void leftTurn(){
if(assertValid(blockType,(turnState + 1)%4,row,col)){
dispBlock(0);
turnState = (turnState + 1)%4;
dispBlock(1);
}
}
//实现“块”的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}
//实现块的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col+1)){
dispBlock(0);
col++;
dispBlock(1);
}
}
//实现块落下的操作的方法
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);
}
}
//判断是否正确的方法
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;
}
//同步显示的方法
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;
}
}
}
}
//定时线程
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前端入门到实战:纯CSS画动态彩虹
效果图如下
用两个嵌套的div容器,父容器来控制图标显示的位置,子容器用来写彩虹的样式。
1、定义父容器样式,控制图标位置,顺便给整个页面加个背景色,方便预览
2、彩虹样式,彩虹有一个左右摇摆的动画效果
3、投影样式,别忘了是同样有动画的哟
搞定,很简单有没有,跟着实现一遍,你也可以画出美丽的彩虹咯~
Java 怎么样画调色板、或彩虹、或色谱
先定义要渐变的颜色,然后试试这个
Graphics2D g2 = (Graphics2D) g;
//绘制渐变
g2.setPaint(new GradientPaint(
0, 0, new Color(116, 149, 226),
getWidth(), getHeight(),
new Color(199, 212, 247)
));
g2.fillRect(0, 0, getWidth(), getHeight());
标题名称:java画彩虹的源代码,编程彩虹怎么画
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