2013-05-25 2 views
-2

Я пробовал много способов добавить кнопку к следующему коду, в котором запускается игра захватчиков пространства, и никто из них не работал. Может кто-нибудь, пожалуйста, посмотрите, есть ли решение?Как добавить кнопку с обновлением?

Заранее спасибо.

import java.awt.BorderLayout; 
import java.awt.Canvas; 
import java.awt.Color; 
import java.awt.Dimension; 
import java.awt.Graphics2D; 
import java.awt.Image; 
import java.awt.Toolkit; 
import java.awt.event.KeyAdapter; 
import java.awt.event.KeyEvent; 
import java.awt.event.WindowAdapter; 
import java.awt.event.WindowEvent; 
import java.awt.image.BufferStrategy; 
import java.util.ArrayList; 
import javax.swing.JButton; 

import javax.swing.JFrame; 
import javax.swing.JPanel; 

public class Game extends Canvas { 
/** Image variables to be drawn */ 
Image imgLevel; 
Image imgAliens; 
Image img; 
JFrame container; 
private BufferStrategy strategy; 
private boolean gameRunning = true; 
private ArrayList entities = new ArrayList(); 
private ArrayList removeList = new ArrayList(); 
private Entity ship; 
private double moveSpeed = 500; 
private long lastFire = 0; 
private long firingInterval; 
private long ExtraFiringInterval = 100; 
    private long bombFiringInterval = 500; 
private int alienCount; 
private String message = ""; 
private boolean waitingForKeyPress = true; 
private boolean leftPressed = false; 
private boolean rightPressed = false; 
    private boolean upPressed = false; 
    private boolean downPressed = false; 
private boolean firePressed = false; 
    private boolean fireExtraPressed = false; 
    private boolean bombFired = false; 
private boolean logicRequiredThisLoop = false; 
    static int level = 8; 
    private int Armour; 
    Toolkit tk = Toolkit.getDefaultToolkit(); 
      int xSize = ((int) tk.getScreenSize().getWidth()); 
      int ySize = ((int) tk.getScreenSize().getHeight()); 
/** 
* Construct our game and set it running. 
*/ 
public Game() { 
     img = Toolkit.getDefaultToolkit().createImage("Bg.gif"); 
    container = new JFrame("Space Invaders Mod"); 
      container.setSize(xSize,ySize); 
      container.show(); 
    JPanel panel = (JPanel) container.getContentPane(); 
    panel.setSize(xSize, ySize); 
    panel.setLayout(null); 
      container.setSize(xSize, ySize); 
    setBounds(0,0,xSize,ySize); 
    panel.add(this); 
    setIgnoreRepaint(true); 
    container.pack(); 
    container.setResizable(true); 
    container.setVisible(true); 
    container.addWindowListener(new WindowAdapter() { 
        @Override 
     public void windowClosing(WindowEvent e) { 
      System.exit(0); 
     } 
    }); 
    addKeyListener(new KeyInputHandler()); 

    requestFocus(); 

    createBufferStrategy(2); 
    strategy = getBufferStrategy(); 
      initEntities(); 
} 


/** 
* Start a fresh game, this should clear out any old data and 
* create a new set. 
*/ 
private void startGame() { 
    entities.clear(); 
    initEntities(); 

    leftPressed = false; 
    rightPressed = false; 
      upPressed = false; 
      downPressed = false; 
    firePressed = false; 
      fireExtraPressed = false; 
      bombFired = false; 
      firingInterval = 100; 
} 

/** 
* Initialise the starting state of the entities (ship and aliens). Each 
* entitiy will be added to the overall list of entities in the game. 
*/ 
private void initEntities() { 
    ship = new ShipEntity(this,"sprites/ship.png",370,ySize - 130); 
    entities.add(ship); 


    alienCount = 0; 
      if (level == 1) { 
       Armour = 10; 
      for (int row=0;row<1;row++) { 
        for (int x=0;x<25;x++) { 
      Entity alien3 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(00)+row*30); 
      entities.add(alien3); 
          alienCount++; 
      } 
    } 
      } 
      if (level == 2) { 
       Armour = 20; 
      for (int row=0;row<1;row++) { 
        for (int x=0;x<25;x++) { 
      Entity alien3 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(00)+row*30); 
          Entity alien4 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(10)+row*30); 
          entities.add(alien3); 
          alienCount++; 
          entities.add(alien4); 
          alienCount++; 
      } 
    } 
      } 
      if (level == 3) { 
       Armour = 30; 
      for (int row=0;row<1;row++) { 
        for (int x=0;x<25;x++) { 
      Entity alien3 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(00)+row*30); 
          Entity alien4 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(10)+row*30); 
          Entity alien5 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(20)+row*30); 
          entities.add(alien3); 
          alienCount++; 
          entities.add(alien4); 
          alienCount++; 
          entities.add(alien5); 
          alienCount++; 
      } 
    } 
          } 

      if (level == 4) { 
       Armour = 40; 
      for (int row=0;row<1;row++) { 
        for (int x=0;x<25;x++) { 
      Entity alien3 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(00)+row*30); 
          Entity alien4 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(10)+row*30); 
          Entity alien5 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(20)+row*30); 
          Entity alien6 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(30)+row*30); 
          entities.add(alien3); 
          alienCount++; 
          entities.add(alien4); 
          alienCount++; 
          entities.add(alien5); 
          alienCount++; 
          entities.add(alien6); 
          alienCount++; 
      } 
    } 
      } 
      if (level == 5) { 
       Armour = 50; 
      for (int row=0;row<1;row++) { 
        for (int x=0;x<25;x++) { 
      Entity alien3 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(00)+row*30); 
          Entity alien4 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(10)+row*30); 
          Entity alien5 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(20)+row*30); 
          Entity alien6 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(30)+row*30); 
          Entity alien7 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(40)+row*30); 
          entities.add(alien3); 
          alienCount++; 
          entities.add(alien4); 
          alienCount++; 
          entities.add(alien5); 
          alienCount++; 
          entities.add(alien6); 
          alienCount++; 
          entities.add(alien7); 
          alienCount++; 
      } 
    } 
      } 
      if (level == 6) { 
       Armour = 60; 
      for (int row=0;row<1;row++) { 
        for (int x=0;x<25;x++) { 
      Entity alien3 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(00)+row*30); 
          Entity alien4 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(10)+row*30); 
          Entity alien5 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(20)+row*30); 
          Entity alien6 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(30)+row*30); 
          Entity alien7 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(40)+row*30); 
          Entity alien8 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(50)+row*30); 
          entities.add(alien3); 
          alienCount++; 
          entities.add(alien4); 
          alienCount++; 
          entities.add(alien5); 
          alienCount++; 
          entities.add(alien6); 
          alienCount++; 
          entities.add(alien7); 
          alienCount++; 
          entities.add(alien8); 
          alienCount++; 
      } 
    } 
      } 
      if (level == 7) { 
       Armour = 70; 
    for (int row=0;row<1;row++) { 
        for (int x=0;x<25;x++) { 
      Entity alien3 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(00)+row*30); 
          Entity alien4 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(10)+row*30); 
          Entity alien5 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(20)+row*30); 
          Entity alien6 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(30)+row*30); 
          Entity alien7 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(40)+row*30); 
          Entity alien8 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(50)+row*30); 
          Entity alien9 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(60)+row*30); 
          entities.add(alien3); 
          alienCount++; 
          entities.add(alien4); 
          alienCount++; 
          entities.add(alien5); 
          alienCount++; 
          entities.add(alien6); 
          alienCount++; 
          entities.add(alien7); 
          alienCount++; 
          entities.add(alien8); 
          alienCount++; 
          entities.add(alien9); 
          alienCount++; 
      } 
    } 
      } 
      if (level == 8) { 
       Armour = 80; 
       for (int row=0;row<1;row++) { 
        for (int x=0;x<25;x++) { 
      Entity alien3 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(00)+row*30); 
          Entity alien4 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(10)+row*30); 
          Entity alien5 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(20)+row*30); 
          Entity alien6 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(30)+row*30); 
          Entity alien7 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(40)+row*30); 
          Entity alien8 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(50)+row*30); 
          Entity alien9 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(60)+row*30); 
          Entity alien10 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(70)+row*30); 
          entities.add(alien3); 
          alienCount++; 
          entities.add(alien4); 
          alienCount++; 
          entities.add(alien5); 
          alienCount++; 
          entities.add(alien6); 
          alienCount++; 
          entities.add(alien7); 
          alienCount++; 
          entities.add(alien8); 
          alienCount++; 
          entities.add(alien9); 
          alienCount++; 
          entities.add(alien10); 
          alienCount++; 

      } 
    } 
} 
      if (level == 9) { 
       Armour = 90; 
       ExtraFiringInterval --; 
       for (int row=0;row<1;row++) { 
        for (int x=0;x<25;x++) { 
      Entity alien3 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(00)+row*30); 
          Entity alien4 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(10)+row*30); 
          Entity alien5 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(20)+row*30); 
          Entity alien6 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(30)+row*30); 
          Entity alien7 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(40)+row*30); 
          Entity alien8 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(50)+row*30); 
          Entity alien9 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(60)+row*30); 
          Entity alien10 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(70)+row*30); 
          Entity alien11 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(80)+row*30); 
          entities.add(alien3); 
          alienCount++; 
          entities.add(alien4); 
          alienCount++; 
          entities.add(alien5); 
          alienCount++; 
          entities.add(alien6); 
          alienCount++; 
          entities.add(alien7); 
          alienCount++; 
          entities.add(alien8); 
          alienCount++; 
          entities.add(alien9); 
          alienCount++; 
          entities.add(alien10); 
          alienCount++; 
          entities.add(alien11); 
          alienCount++; 
      } 
    } 
} 
      if (level == 10){ 
       Armour = 100; 
       ExtraFiringInterval --; 
       for (int row=0;row<1;row++) { 
        for (int x=0;x<25;x++) { 
      Entity alien3 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(00)+row*30); 
          Entity alien4 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(10)+row*30); 
          Entity alien5 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(20)+row*30); 
          Entity alien6 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(30)+row*30); 
          Entity alien7 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(40)+row*30); 
          Entity alien8 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(50)+row*30); 
          Entity alien9 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(60)+row*30); 
          Entity alien10 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(70)+row*30); 
          Entity alien11 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(80)+row*30); 
          Entity alien12 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(90)+row*30); 
          entities.add(alien3); 
          alienCount++; 
          entities.add(alien4); 
          alienCount++; 
          entities.add(alien5); 
          alienCount++; 
          entities.add(alien6); 
          alienCount++; 
          entities.add(alien7); 
          alienCount++; 
          entities.add(alien8); 
          alienCount++; 
          entities.add(alien9); 
          alienCount++; 
          entities.add(alien10); 
          alienCount++; 
          entities.add(alien11); 
          alienCount++; 
          entities.add(alien12); 
          alienCount++; 
      } 
    } 
    } 
      if (level == 11){ 
       Armour = 110; 
       for (int row=0;row<1;row++) { 
        for (int x=0;x<25;x++) { 
      Entity alien3 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(00)+row*30); 
          Entity alien4 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(10)+row*30); 
          Entity alien5 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(20)+row*30); 
          Entity alien6 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(30)+row*30); 
          Entity alien7 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(40)+row*30); 
          Entity alien8 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(50)+row*30); 
          Entity alien9 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(60)+row*30); 
          Entity alien10 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(70)+row*30); 
          Entity alien11 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(80)+row*30); 
          Entity alien12 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(90)+row*30); 
          Entity alien13 = new AlienEntity(this,"sprites/alien.png",100+(x*50),(100)+row*30); 
          entities.add(alien3); 
          alienCount++; 
          entities.add(alien4); 
          alienCount++; 
          entities.add(alien5); 
          alienCount++; 
          entities.add(alien6); 
          alienCount++; 
          entities.add(alien7); 
          alienCount++; 
          entities.add(alien8); 
          alienCount++; 
          entities.add(alien9); 
          alienCount++; 
          entities.add(alien10); 
          alienCount++; 
          entities.add(alien11); 
          alienCount++; 
          entities.add(alien12); 
          alienCount++; 
          entities.add(alien13); 
          alienCount++; 
      } 
    } 
      } 
    } 

public void updateLogic() { 
    logicRequiredThisLoop = true; 
} 


public void removeEntity(Entity entity) { 
    removeList.add(entity); 
} 


public void notifyDeath() { 
    message = "Oh no! They got you, try again?"; 
    waitingForKeyPress = true; 
      level = 0; 
} 


public void notifyWin() { 
    message = "Well done! You beat level "+level; 
    waitingForKeyPress = true; 
      if (level == 10){ 
       message = "Well done! You actually beat level 10. Good luck!!"; 
      } 
} 


public void notifyAlienKilled() { 
    // reduce the alient count, if there are none left, the player has won! 
    alienCount = alienCount-1; 
      ShotEntity.death = false; 
      ShotEntityExtra.death = false; 


    if (alienCount == 0) { 
     notifyWin(); 
    } 

    // if there are still some aliens left then they all need to get faster, so 
    // speed up all the existing aliens 
    for (int i=0;i<entities.size();i++) { 
     Entity entity = (Entity) entities.get(i); 

     if (entity instanceof AlienEntity) { 
      // speed up by 2% 
      entity.setHorizontalMovement(entity.getHorizontalMovement() * 1.02); 
     } 
    } 
} 


public void tryToFire() { 

    if (System.currentTimeMillis() - lastFire < firingInterval) { 
     return; 
    } 
      if (level > 6) { 

    lastFire = System.currentTimeMillis(); 
    ShotEntity shot2 = new ShotEntity(this,"sprites/shot.png",ship.getX()+70,ship.getY()-30); 
    entities.add(shot2); 

    lastFire = System.currentTimeMillis(); 
    ShotEntity shot3 = new ShotEntity(this,"sprites/shot.png",ship.getX()-30,ship.getY()-30); 
    entities.add(shot3); 
      } 
      if (level > 7){ 
       lastFire = System.currentTimeMillis(); 
    ShotEntity shot2 = new ShotEntity(this,"sprites/shot.png",ship.getX()+90,ship.getY()-30); 
    entities.add(shot2); 
      // if we waited long enough, create the shot entity, and record the time. 
    lastFire = System.currentTimeMillis(); 
    ShotEntity shot3 = new ShotEntity(this,"sprites/shot.png",ship.getX()-50,ship.getY()-30); 
    entities.add(shot3); 
      } 

    // if we waited long enough, create the shot entity, and record the time. 
    lastFire = System.currentTimeMillis(); 
    ShotEntity shot = new ShotEntity(this,"sprites/shot.png",ship.getX()+20,ship.getY()-30); 
    entities.add(shot); 
      if (level > 3){ 
       // if we waited long enough, create the shot entity, and record the time. 
    lastFire = System.currentTimeMillis(); 
    ShotEntity shot2 = new ShotEntity(this,"sprites/shot.png",ship.getX()+50,ship.getY()-30); 
    entities.add(shot2); 
      // if we waited long enough, create the shot entity, and record the time. 
    lastFire = System.currentTimeMillis(); 
    ShotEntity shot3 = new ShotEntity(this,"sprites/shot.png",ship.getX()-10,ship.getY()-30); 
    entities.add(shot3); 
      } 
} 
    public void tryToFireExtra() { 
    // check that we have waiting long enough to fire 
    if (System.currentTimeMillis() - lastFire < ExtraFiringInterval) { 
     return; 
    } 

    // if we waited long enough, create the shot entity, and record the time. 
      lastFire = System.currentTimeMillis(); 
      ShotEntityExtra shotExtra = new ShotEntityExtra(this,"sprites/shotExtra.png",ship.getX(),ship.getY()-30); 
    entities.add(shotExtra); 
      // if we waited long enough, create the shot entity, and record the time. 
      lastFire = System.currentTimeMillis(); 
      ShotEntityExtra shotExtra2 = new ShotEntityExtra(this,"sprites/shotExtra.png",ship.getX()+50,ship.getY()-30); 
    entities.add(shotExtra2); 
      if (level == 9){ 
       // if we waited long enough, create the shot entity, and record the time. 
      lastFire = System.currentTimeMillis(); 
      ShotEntityExtra shotExtra3 = new ShotEntityExtra(this,"sprites/shotExtra.png",ship.getX()+25,ship.getY()-30); 
    entities.add(shotExtra3); 

      } 
      if (level == 10){ 
       // if we waited long enough, create the shot entity, and record the time. 
      lastFire = System.currentTimeMillis(); 
      ShotEntityExtra shotExtra3 = new ShotEntityExtra(this,"sprites/shotExtra.png", (int) (ship.getX()+12.5),ship.getY()-30); 
    entities.add(shotExtra3); 
      // if we waited long enough, create the shot entity, and record the time. 
      lastFire = System.currentTimeMillis(); 
      ShotEntityExtra shotExtra4 = new ShotEntityExtra(this,"sprites/shotExtra.png", (int) (ship.getX()+37.5),ship.getY()-30); 
    entities.add(shotExtra4); 
      // if we waited long enough, create the shot entity, and record the time. 
      lastFire = System.currentTimeMillis(); 
      ShotEntityExtra shotExtra5 = new ShotEntityExtra(this,"sprites/shotExtra.png", (int) (ship.getX()+25),ship.getY()-30); 
    entities.add(shotExtra5); 
      } 
} 
    public void tryToFireBomb() { 
    // check that we have waiting long enough to fire 
    if (System.currentTimeMillis() - lastFire < bombFiringInterval) { 
     return; 
    } 

    // if we waited long enough, create the shot entity, and record the time. 
      lastFire = System.currentTimeMillis(); 
      Bomb bomb = new Bomb(this,"sprites/bomb.png",ship.getX(),ship.getY()-30); 
    entities.add(bomb); 
      // if we waited long enough, create the shot entity, and record the time. 
      lastFire = System.currentTimeMillis(); 
      Bomb bomb2 = new Bomb(this,"sprites/bomb.png",ship.getX()+10,ship.getY()-30); 
    entities.add(bomb2); 
} 
public void gameLoop() { 
    long lastLoopTime = System.currentTimeMillis(); 

    // keep looping round til the game ends 
    while (gameRunning) { 
     // work out how long its been since the last update, this 
     // will be used to calculate how far the entities should 
     // move this loop 
     long delta = System.currentTimeMillis() - lastLoopTime; 
     lastLoopTime = System.currentTimeMillis(); 

     // Get hold of a graphics context for the accelerated 
     // surface and blank it out 
     Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); 
        //g.drawImage(img, 0, 0,xSize, ySize, null); 
        g.drawRect(0, 0, xSize, ySize); 
        g.fillRect(0, 0, xSize, ySize); 
        g.setColor(Color.BLACK); 
     // cycle round asking each entity to move itself 
     if (!waitingForKeyPress) { 
      for (int i=0;i<entities.size();i++) { 
       Entity entity = (Entity) entities.get(i); 

       entity.move(delta); 
      } 
     } 

     // cycle round drawing all the entities we have in the game 
     for (int i=0;i<entities.size();i++) { 
      Entity entity = (Entity) entities.get(i); 

      entity.draw(g); 
     } 

     // brute force collisions, compare every entity against 
     // every other entity. If any of them collide notify 
     // both entities that the collision has occured 
     for (int p=0;p<entities.size();p++) { 
      for (int s=p+1;s<entities.size();s++) { 
       Entity me = (Entity) entities.get(p); 
       Entity him = (Entity) entities.get(s); 

       if (me.collidesWith(him)) { 
        me.collidedWith(him); 
        him.collidedWith(me); 
       } 
      } 
     } 

     // remove any entity that has been marked for clear up 
     entities.removeAll(removeList); 
     removeList.clear(); 

     // if a game event has indicated that game logic should 
     // be resolved, cycle round every entity requesting that 
     // their personal logic should be considered. 
     if (logicRequiredThisLoop) { 
      for (int i=0;i<entities.size();i++) { 
       Entity entity = (Entity) entities.get(i); 
       entity.doLogic(); 
      } 

      logicRequiredThisLoop = false; 
     } 

     // if we're waiting for an "any key" press then draw the 
     // current message 
     if (waitingForKeyPress) { 
      g.setColor(Color.white); 
      g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); 
      g.drawString("Press any key to start game",(800-g.getFontMetrics().stringWidth("Press any key to start game"))/2,300); 
     } 
        //score 
     g.setColor(Color.WHITE); 
     g.drawString("" + alienCount,10,10); 
        g.drawString(" Aliens left", 25, 10); 
        //level 
        g.setColor(Color.WHITE); 
     g.drawString("" + level,50,20); 
     g.drawString(" Level:", 10, 20); 
     // finally, we've completed drawing so clear up the graphics 
     // and flip the buffer over 
     g.dispose(); 
+2

http://sscce.org/ pls – Jhon

+2

Слишком много кода .. – Maroun

ответ

1

Я рекомендую вам прочитать некоторые tutorials, прежде чем идти дальше.

Вот простой общий пример того, как добавить JButton к JFrame:

JFrame frame = new JFrame("FrameDemo"); 
JButton button = new JButton("upgrade"); //The JButton name. 
frame.add(button); //Add the button to the JFrame. 
frame.setSize(200, 200); 
frame.setVisible(true); 

Если вы понимаете, как работают эти 5 строк, вы можете применить его к чему-либо вы работаете.

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Я знаю, как их использовать, и он по-прежнему не работает для этого. Любые другие предложения? – user2149407

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@ user2149407 no1 собирается читать 500 строк кода, чтобы ответить на ваш вопрос, вам нужно уточнить, как он «не работает» –

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пожалуйста, чтобы переключить последние две строки кода – mKorbel

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