My project/Swing Bubble project

bubble - 4 (중복쓰레드 생성 방지)

CNOW 2024. 5. 6. 17:35
package bubble.test.ex04;

import java.awt.Color;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;

import javax.imageio.ImageIO;

/**
 * 현재 메인 쓰레드는 너~무 빠쁨 백그라운드에서 계속 Player 에 움직임을 관찰할 예정
 */
public class BackgroundPlayerService implements Runnable {

	private BufferedImage image;
	private Player player;

	// 생성자 의존 주입 DI
	public BackgroundPlayerService(Player player) {
		this.player = player;

		try {
			image = ImageIO.read(new File("img/backgroundMapService.png"));
		} catch (IOException e) {
			e.printStackTrace();
		}

	}

	@Override
	public void run() {
		while (true) {
			// 색상 확인 todo (보정값 필요)
			Color leftColor = new Color(image.getRGB(player.getX() + 10, player.getY() + 25));
			Color rightColor = new Color(image.getRGB(player.getX() + 50 + 10, player.getY() + 25));

			// 왼쪽에 충돌함
			if (leftColor.getRed() == 255 && leftColor.getGreen() == 0 && leftColor.getBlue() == 0) {
				System.out.println("왼쪽벽에 충돌 함.");
				player.setLeftWallCrash(true);
				player.setLeft(false);

			} else if (rightColor.getRed() == 255 && rightColor.getGreen() == 0 && rightColor.getBlue() == 0) {
				System.out.println("오른쪽벽에 충돌 함.");
				player.setRightWallCrash(true);
				player.setRight(false);
			} else {
				player.setLeftWallCrash(false);
				player.setRightWallCrash(false);
			}

			// 위 두 조건이 아니면 player 마음대로 움직일 수 있다.
			try {
				Thread.sleep(10);
			} catch (InterruptedException e) {
				e.printStackTrace();
			}
		}
	}
}

 

package bubble.test.ex04;

import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;

import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;

public class BubbleFrame extends JFrame {

	private JLabel backgroundMap;
	// 포함관계 - 콤포지션
	private Player player;

	public BubbleFrame() {

		initData();
		setInitLayout();
		addEventListener();

		// Player 백그라운드 서비스 시작
		new Thread(new BackgroundPlayerService(player)).start();
	}

	private void initData() {
		// todo 이미지 변경
		backgroundMap = new JLabel(new ImageIcon("img/backgroundMapService.png"));
		// backgroundMap = new JLabel(new ImageIcon("img/test.png"));
		setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		// Frame --> root Panel
		setContentPane(backgroundMap); // add 처리
		setSize(1000, 640);

		player = new Player();

	}

	private void setInitLayout() {
		// 좌표 값으로 배치
		setLayout(null);
		setResizable(false); // 프레임 조절 불가
		setLocationRelativeTo(null); // JFrame 여러분 모니터 가운데 자동 배치
		setVisible(true);

		add(player);
	}

	private void addEventListener() {

		this.addKeyListener(new KeyAdapter() {

			@Override
			public void keyPressed(KeyEvent e) {
				System.out.println("key code : " + e.getKeyCode());

				switch (e.getKeyCode()) {
				case KeyEvent.VK_LEFT:
					// 왼쪽으로 방향키 누르고 있다면
					// key 이벤트가 계속 <- <- <- <- <- <-
					// 왼쪽 상태가 아니라면
					// 왼쪽 벽에 충돌 한게 아니라면
					if (!player.isLeft() && !player.isLeftWallCrash()) {
						player.left();
					}
					break;
				case KeyEvent.VK_RIGHT:
					if (!player.isRight() && !player.isRightWallCrash()) {
						player.right();
					}

					break;
				case KeyEvent.VK_UP:
					player.up();
					break;
				default:
					break;
				}
			} // end of KeyPressed

			@Override
			public void keyReleased(KeyEvent e) {
				switch (e.getKeyCode()) {
				case KeyEvent.VK_LEFT:
					// 왼쪽으로 가능 상태 멈춤
					player.setLeft(false);
					break;
				case KeyEvent.VK_RIGHT:
					// 오른쪽으로 가능 상태 멈춤
					player.setRight(false);
					break;
				default:
					break;
				}
			} // end of KeyReleased

		});
	}

	// 코드 테스트
	public static void main(String[] args) {
		new BubbleFrame();
	} // end of main

}

 

package bubble.test.ex04;

public interface Moveable {
	
	// public abstract 생략 가능 
	public abstract void left();
	public abstract void right();
	public abstract void up();
	public abstract void down();
	
}

 

package bubble.test.ex04;

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; 
	
	// 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; 
	}

	private void setInitLayout() {
		setIcon(playerR);
		setSize(50, 50);
		setLocation(x, y);
	}

	@Override
	public void 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() {
		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() {
				for(int i = 0; i < 130 / JUMPSPEED; i++) {
					y = y + JUMPSPEED;
					setLocation(x, y);
					try {
						Thread.sleep(3);
					} catch (InterruptedException e) {
						e.printStackTrace();
					}
				}
				
			}
		}).start();
		// 상태값 처리를 확실히 하자.
		down = false; 
	}

}