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swing Java动画:旋转图像

我有一个非常简单的Java动画任务。我需要创建一个基本的“命运之轮小程序”。基本上显示的是一个轮子和一个按钮。当按下该按钮时,我希望它选择一个随机的度数(比如在720-3600范围内),并将轮子旋转那么多度。然后我将使用一些逻辑将学位数转换为货币值。我的问题是在动画中,如何使图像以恒定的速度旋转x度?有一个摆动功能吗?非常感谢您的帮助,除此之外,我现在不需要了解任何关于Java动画的知识


共 (1) 个答案

  1. # 1 楼答案

    我假设你知道如何旋转图像一次。如果你不知道,你可以通过谷歌快速搜索找到

    你需要的是一个背景过程,为你旋转它。它的工作原理如下:

    /**
     * Warning - this class is UNSYNCHRONIZED!
     */
    public class RotatableImage {
        Image image;
        float currentDegrees;
    
        public RotateableImage(Image image) {
            this.image = image;
            this.currentDegrees = 0.0f;
            this.remainingDegrees = 0.0f;
        }
    
        public void paintOn(Graphics g) {
            //put your code to rotate the image once in here, using current degrees as your rotation
        }
    
        public void spin(float additionalDegrees) {
            setSpin(currentDegrees + additionalDegrees);
        }
    
        public void setSpin(float newDegrees) {
            currentDegrees += additionalDegrees;
            while(currentDegrees < 0f) currentDegrees += 360f;
            while(currentDegrees >= 360f) currentDegrees -= 360f;
        }
    
    }
    
    public class ImageSpinner implements Runnable {
        RotateableImage image;
        final float totalDegrees;
        float degrees;
        float speed; // in degrees per second
        public ImageSpinner(RotatableImage image, float degrees, float speed) {
            this.image = image;
            this.degrees = degrees;
            this.totalDegrees = degrees;
            this.speed = speed;
        }
    
        public void run() {
            // assume about 40 frames per second, and that the it doesn't matter if it isn't exact
            int fps = 40;
            while(Math.abs(degrees) > Math.abs(speed / fps)) { // how close is the degrees to 0? 
                float degreesToRotate = speed / fps;
                image.spin(degreesToRotate);
                degrees -= degreesToRotate;
                /* sleep will always wait at least 1000 / fps before recalcing
                   but you have no guarantee that it won't take forever! If you absolutely
                   require better timing, this isn't the solution for you */
                try { Thread.sleep(1000 / fps); } catch(InterruptedException e) { /* swallow */ }
            }
            image.setSpin(totalDegrees); // this might need to be 360 - totalDegrees, not sure
        }
    
    }