纯Java代码实现流星划过天空

  

下面是纯Java代码实现流星划过天空的完整攻略。

步骤一:实现画布

首先需要使用Java的GUI库,比如Swing或JavaFX,来创建一个窗口,并在窗口上绘制流星。

使用JavaFX实现画布

import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.paint.Color;
import javafx.stage.Stage;

public class MeteorShower extends Application {

    private static final int CANVAS_WIDTH = 600;
    private static final int CANVAS_HEIGHT = 400;

    public void start(Stage primaryStage) throws Exception {
        // Create a canvas
        Canvas canvas = new Canvas(CANVAS_WIDTH, CANVAS_HEIGHT);
        GraphicsContext gc = canvas.getGraphicsContext2D();

        // Draw some background
        gc.setFill(Color.BLACK);
        gc.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);

        // Add canvas to a group and set up the scene
        Group root = new Group();
        root.getChildren().add(canvas);
        Scene scene = new Scene(root, CANVAS_WIDTH, CANVAS_HEIGHT, Color.BLACK);

        // Show the stage
        primaryStage.setTitle("Meteor Shower");
        primaryStage.setScene(scene);
        primaryStage.show();
    }

    public static void main(String[] args) {
        launch(args);
    }
}

在这个示例中,我们使用JavaFX库创建了一个600x400的画布,并且用黑色填充了整个画布。

步骤二:实现流星效果

接下来,我们需要实现流星的效果。我们可以用JavaFX中的AnimationTimer类来实现动画。

简单流星示例

以下是一个简单的流星示例,流星从左上角开始向右下角移动,然后消失在画布之外:

import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.paint.Color;
import javafx.stage.Stage;

public class MeteorShower extends Application {

    private static final int CANVAS_WIDTH = 600;
    private static final int CANVAS_HEIGHT = 400;
    private static final Color[] colors = {Color.RED, Color.ORANGE, Color.YELLOW};

    private double x = -50;
    private double y = -50;
    private int colorIdx = 0;

    public void start(Stage primaryStage) throws Exception {
        // Create a canvas
        Canvas canvas = new Canvas(CANVAS_WIDTH, CANVAS_HEIGHT);
        GraphicsContext gc = canvas.getGraphicsContext2D();

        // Add canvas to a group and set up the scene
        Group root = new Group();
        root.getChildren().add(canvas);
        Scene scene = new Scene(root, CANVAS_WIDTH, CANVAS_HEIGHT, Color.BLACK);

        // Create an animation timer to update the meteor's position and draw it
        AnimationTimer timer = new AnimationTimer() {
            @Override
            public void handle(long now) {
                // Clear the canvas
                gc.setFill(Color.BLACK);
                gc.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);

                // Move the meteor
                x += 5;
                y += 5;

                // Draw the meteor
                gc.setFill(colors[colorIdx]);
                gc.fillOval(x, y, 10, 10);

                // Check if the meteor has gone off the screen
                if (x > CANVAS_WIDTH || y > CANVAS_HEIGHT) {
                    x = -50;
                    y = -50;
                    colorIdx = (colorIdx + 1) % colors.length;
                }
            }
        };
        timer.start();

        // Show the stage
        primaryStage.setTitle("Meteor Shower");
        primaryStage.setScene(scene);
        primaryStage.show();
    }

    public static void main(String[] args) {
        launch(args);
    }
}

在这个示例中,我们使用一个定时器来控制流星的位置和颜色。每个定时器的回调都会清除画布,然后将流星的位置向右下角移动,然后绘制一个彩色圆形。

更多流星示例

以上示例代码实现了基本的流星效果,但你可以按照需求进行更多的定制化开发,比如实现更真实的流星效果,或者让画布上存在多个同时运动的流星。

下面是另外一个示例,它实现了多个不同大小和速度的流星:

import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.paint.Color;
import javafx.stage.Stage;

import java.util.ArrayList;
import java.util.List;
import java.util.Random;

public class MeteorShower extends Application {

    private static final int CANVAS_WIDTH = 600;
    private static final int CANVAS_HEIGHT = 400;

    private List<Meteor> meteors;
    private Random random = new Random();

    public void start(Stage primaryStage) throws Exception {
        // Create a canvas
        Canvas canvas = new Canvas(CANVAS_WIDTH, CANVAS_HEIGHT);
        GraphicsContext gc = canvas.getGraphicsContext2D();

        // Add canvas to a group and set up the scene
        Group root = new Group();
        root.getChildren().add(canvas);
        Scene scene = new Scene(root, CANVAS_WIDTH, CANVAS_HEIGHT, Color.BLACK);

        // Create some meteors
        meteors = new ArrayList<>();
        for (int i = 0; i < 50; i++) {
            Meteor meteor = new Meteor();
            meteor.x = random.nextInt(CANVAS_WIDTH);
            meteor.y = random.nextInt(CANVAS_HEIGHT / 2);
            meteor.size = random.nextInt(5) + 5;
            meteor.speed = random.nextInt(10) + 5;
            meteors.add(meteor);
        }

        // Create an animation timer to update the meteors' position and draw them
        AnimationTimer timer = new AnimationTimer() {
            @Override
            public void handle(long now) {
                // Clear the canvas
                gc.setFill(Color.BLACK);
                gc.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);

                // Update and draw the meteors
                for (Meteor meteor : meteors) {
                    // Move the meteor
                    meteor.x += meteor.speed;
                    meteor.y += meteor.speed / 2;

                    // Draw the meteor
                    gc.setFill(meteor.color);
                    gc.fillOval(meteor.x, meteor.y, meteor.size, meteor.size);

                    // Check if the meteor has gone off the screen
                    if (meteor.x > CANVAS_WIDTH || meteor.y > CANVAS_HEIGHT) {
                        meteor.x = random.nextInt(CANVAS_WIDTH);
                        meteor.y = random.nextInt(CANVAS_HEIGHT / 2);
                        meteor.size = random.nextInt(5) + 5;
                        meteor.speed = random.nextInt(10) + 5;
                        meteor.color = Color.rgb(random.nextInt(255), random.nextInt(255), random.nextInt(255));
                    }
                }
            }
        };
        timer.start();

        // Show the stage
        primaryStage.setTitle("Meteor Shower");
        primaryStage.setScene(scene);
        primaryStage.show();
    }

    public static void main(String[] args) {
        launch(args);
    }

    private static class Meteor {
        public double x;
        public double y;
        public int size;
        public int speed;
        public Color color = Color.WHITE;
    }
}

在这个示例中,我们创建了50个不同速度、颜色和大小的流星,然后使用定时器更新并绘制他们的位置。当流星飞出画布后,我们重新生成新的随机颜色、大小和速度,并在画布的新的位置开始移动。

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