package bubble.test.ex07;
public interface Moveable {
// public abstract 생략 가능
public abstract void left();
public abstract void right();
public abstract void up();
// 인터페스트 추가 기능 default 사용해보기
// 인터페이스에 모든 메서드는 추상 메서드이어야 한다.
// 단 default 메서드를 제외 하고
default void down() {};
// 마지막에 default 는 세미콜론 추가 해야 한다.
}
package bubble.test.ex07;
public enum PlayerWay {
LEFT, RIGHT
}
package bubble.test.ex07;
import javax.swing.ImageIcon;
import javax.swing.JLabel;
public class Player extends JLabel implements Moveable {
private int x;
private int y;
private ImageIcon playerR, playerL;
// 움직임의 상태
private boolean left;
private boolean right;
private boolean up;
private boolean down;
// 벽에 충돌한 상태
private boolean leftWallCrash;
private boolean rightWallCrash;
// 플레이어 속도 상태
private final int SPEED = 4;
private final int JUMPSPEED = 2;
// enum 타입의 활용 <---------- 코드 추가
PlayerWay playerWay;
// get,set
public Player() {
initData();
setInitLayout();
}
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 ImageIcon getPlayerR() {
return playerR;
}
public void setPlayerR(ImageIcon playerR) {
this.playerR = playerR;
}
public ImageIcon getPlayerL() {
return playerL;
}
public void setPlayerL(ImageIcon playerL) {
this.playerL = playerL;
}
public boolean isLeft() {
return left;
}
public void setLeft(boolean left) {
this.left = left;
}
public boolean isRight() {
return right;
}
public void setRight(boolean right) {
this.right = right;
}
public boolean isUp() {
return up;
}
public void setUp(boolean up) {
this.up = up;
}
public boolean isDown() {
return down;
}
public void setDown(boolean down) {
this.down = down;
}
public boolean isLeftWallCrash() {
return leftWallCrash;
}
public void setLeftWallCrash(boolean leftWallCrash) {
this.leftWallCrash = leftWallCrash;
}
public boolean isRightWallCrash() {
return rightWallCrash;
}
public void setRightWallCrash(boolean rightWallCrash) {
this.rightWallCrash = rightWallCrash;
}
public int getSPEED() {
return SPEED;
}
public int getJUMPSPEED() {
return JUMPSPEED;
}
private void initData() {
playerR = new ImageIcon("img/playerR.png");
playerL = new ImageIcon("img/playerL.png");
// 처음 실행 시 초기 값 셋팅
x = 450;
y = 535;
// 플레이어가 가만이 멈춤 상태
left = false;
right = false;
up = false;
down = false;
leftWallCrash = false;
rightWallCrash = false;
playerWay = PlayerWay.RIGHT;
}
private void setInitLayout() {
setIcon(playerR);
setSize(50, 50);
setLocation(x, y);
}
@Override
public void left() {
playerWay = PlayerWay.LEFT;
left = true;
setIcon(playerL);
new Thread(new Runnable() {
@Override
public void run() {
while (left) {
x = x - SPEED;
setLocation(x, y);
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}).start();
}
@Override
public void right() {
playerWay = PlayerWay.RIGHT;
right = true;
setIcon(playerR);
new Thread(new Runnable() {
@Override
public void run() {
while (right) {
x = x + SPEED;
setLocation(x, y);
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}).start();
} // end of right
@Override
public void up() {
System.out.println("점프");
up = true;
new Thread(new Runnable() {
@Override
public void run() {
for (int i = 0; i < 130 / JUMPSPEED; i++) {
y = y - JUMPSPEED;
setLocation(x, y);
try {
Thread.sleep(5);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
// 객체의 상태값을 잘 조절해야 한다.
up = false;
down();
}
}).start();
}
@Override
public void down() {
System.out.println("다운");
down = true;
new Thread(new Runnable() {
@Override
public void run() {
while(down) {
y = y + SPEED;
setLocation(x, y);
try {
Thread.sleep(3);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
down = false;
}
}).start();
}
}
package bubble.test.ex07;
import javax.swing.ImageIcon;
import javax.swing.JLabel;
public class Bubble extends JLabel implements Moveable {
private Player player;
private int x;
private int y;
// 움직임 상태
private boolean left;
private boolean right;
private boolean up;
// 적군을 맞춘 상태
private int state; // 0.(기본 물방울), 1.(적을 가둔 상태 물방울)
private ImageIcon bubble; // 기본 물방울
private ImageIcon bubbled; // 적을 가둔 물방울
private ImageIcon bomb; // 물방울 팡!
// 연관관계, 의존성 컴포지션 관계, 생성자 의존 (DI)
public Bubble(Player player) {
this.player = player;
initData();
setInitLayout();
// 객체 생성시 무조건 스레드 시작
initThread();
}
//get,set
public Player getPlayer() {
return player;
}
public void setPlayer(Player player) {
this.player = player;
}
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 boolean isLeft() {
return left;
}
public void setLeft(boolean left) {
this.left = left;
}
public boolean isRight() {
return right;
}
public void setRight(boolean right) {
this.right = right;
}
public boolean isUp() {
return up;
}
public void setUp(boolean up) {
this.up = up;
}
public int getState() {
return state;
}
public void setState(int state) {
this.state = state;
}
public ImageIcon getBubble() {
return bubble;
}
public void setBubble(ImageIcon bubble) {
this.bubble = bubble;
}
public ImageIcon getBubbled() {
return bubbled;
}
public void setBubbled(ImageIcon bubbled) {
this.bubbled = bubbled;
}
public ImageIcon getBomb() {
return bomb;
}
public void setBomb(ImageIcon bomb) {
this.bomb = bomb;
}
private void initData() {
bubble = new ImageIcon("img/bubble.png");
bubbled = new ImageIcon("img/bubbled.png");
bomb = new ImageIcon("img/bomb.png");
left = false;
right = false;
up = false;
state = 0;
}
private void setInitLayout() {
x = player.getX();
y = player.getY();
setIcon(bubble);
setSize(50, 50);
setLocation(x, y);
}
// 공통으로 사용하는 부분을 메서드로 만들어 보자.
// 이 메서드는 내부에서만 사용할 예정
private void initThread() {
// 버블을 스레드가 하나면 된다.
// 익명 클래스,
new Thread(new Runnable() {
@Override
public void run() {
if(player.playerWay == PlayerWay.LEFT) {
left();
} else {
right();
}
}
}).start();
}
@Override
public void left() {
left = true;
for(int i = 0; i < 400; i++) {
x--;
setLocation(x, y);
try {
Thread.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
up();
}
@Override
public void right() {
right = true;
for(int i = 0; i < 400; i++) {
x++;
setLocation(x, y);
try {
Thread.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
up();
}
@Override
public void up() {
up = true;
while(true) {
y--;
setLocation(x, y);
try {
Thread.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
'My project > Swing Bubble project' 카테고리의 다른 글
bubble - 6 (바닥, 층 감지 기능 추가) (0) | 2024.05.06 |
---|---|
bubble - 5 (물방울 생성) (0) | 2024.05.06 |
bubble - 4 (중복쓰레드 생성 방지) (0) | 2024.05.06 |
bubble - 3 (왼쪽 오른쪽 벽 감지) (0) | 2024.05.06 |
bubble - 2 (0) | 2024.05.06 |