Change the angle/position of a drawing with a algorithm in Java

前端 未结 3 1562
说谎
说谎 2020-12-02 03:13

Hello I am very curious how to solve this problem: I created a pacman with the fillArc, drawArc method in Java and I have a pacman guy on my screen now that is always lookin

相关标签:
3条回答
  • 2020-12-02 03:30

    Is it Swing/AWT? If yes, AffineTransform might be what you're looking for.

    0 讨论(0)
  • 2020-12-02 03:40

    Given you only have 4 images. I would suggest creating 4 jpgs in paint/gimp/photoshop, and loading them into your program with;

    BufferedImage pacUp = ImageIO.read(new File("./images/pac_up.jpg"));
    BufferedImage pacDown = ImageIO.read(new File("./images/pac_down.jpg"));
    //etc
    

    And then your drawing switch would look something like (assuming a Graphics object g);

    switch(direction) {
        case 0: g.drawImage(pacUp, x, y, null);
        case 1: g.drawImage(pacDown, x, y, null);
        case 2: g.drawImage(pacLeft, x, y, null);
        case 3: g.drawImage(pacRight, x, y, null);
    }
    
    0 讨论(0)
  • 2020-12-02 03:43

    Try something like...

    enter image description here

    The demo is designed to allow images to be rotated through virtual angels (angles < 0 & > 360), but the basic concept is the same...

    public class TestFlipImage {
    
        protected static final String IMAGE_PATH = "/path/to/your/image";
    
        public static void main(String[] args) {
            new TestFlipImage();
        }
    
        public TestFlipImage() {
            EventQueue.invokeLater(new Runnable() {
                @Override
                public void run() {
                    try {
                        UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
                    } catch (ClassNotFoundException ex) {
                    } catch (InstantiationException ex) {
                    } catch (IllegalAccessException ex) {
                    } catch (UnsupportedLookAndFeelException ex) {
                    }
    
                    JFrame frame = new JFrame();
                    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                    frame.setLayout(new BorderLayout());
    
                    BufferedImage image = null;
                    try {
                        image = ImageIO.read(new File(IMAGE_PATH));
                    } catch (IOException ex) {
                    }
    
                    JPanel mainPane = new JPanel(new GridBagLayout());
                    GridBagConstraints gbc = new GridBagConstraints();
                    mainPane.add(new ImagePane(image, 0));
                    mainPane.add(new ImagePane(image, 90));
                    mainPane.add(new ImagePane(image, 180));
    
                    frame.add(mainPane);
                    frame.pack();
                    frame.setLocationRelativeTo(null);
                    frame.setVisible(true);
                }
            });
        }
    
        public class ImagePane extends JPanel {
    
            private BufferedImage masterImage;
            private BufferedImage renderedImage;
    
            public ImagePane(BufferedImage image, int angle) {
                masterImage = image;
                applyRotation(angle);
            }
    
            @Override
            public Dimension getPreferredSize() {
                return new Dimension(renderedImage.getWidth(), renderedImage.getHeight());
            }
    
            @Override
            public Dimension getMinimumSize() {
                return getPreferredSize();
            }
    
            protected int getVirtualAngle(int angle) {
                float fRotations = (float) angle / 360f;
                int rotations = (int) (fRotations - (fRotations / 1000));
    
                int virtual = angle - (rotations * 360);
    
                if (virtual < 0) {
                    virtual = 360 + virtual;
                }
    
                return virtual;
            }
    
            // The code is designed to rotate an image through 90 degree
            // angles, but it can handle angle's less then 0 and greater then
            // 360 degrees
            public void applyRotation(int angle) {
                // This will only work for angles of 90 degrees...
    
                // Normalize the angle to make sure it's only between 0-360 degrees
                int virtualAngle = getVirtualAngle(angle);
                Dimension size = new Dimension(masterImage.getWidth(), masterImage.getHeight());
                int masterWidth = masterImage.getWidth();
                int masterHeight = masterImage.getHeight();
    
                double x = 0; //masterWidth / 2.0;
                double y = 0; //masterHeight / 2.0;
    
                switch (virtualAngle) {
                    case 0:
                        break;
                    case 180:
                        break;
                    case 90:
                    case 270:
                        size = new Dimension(masterImage.getHeight(), masterImage.getWidth());
                        x = (masterHeight - masterWidth) / 2.0;
                        y = (masterWidth - masterHeight) / 2.0;
                        break;
                }
                renderedImage = new BufferedImage(size.width, size.height, masterImage.getTransparency());
                Graphics2D g2d = renderedImage.createGraphics();
    
                AffineTransform at = AffineTransform.getTranslateInstance(x, y);
    
                at.rotate(Math.toRadians(virtualAngle), masterWidth / 2.0, masterHeight / 2.0);
                g2d.drawImage(masterImage, at, null);
    
                g2d.dispose();
            }
    
            @Override
            protected void paintComponent(Graphics g) {
                super.paintComponent(g);
    
                Graphics2D g2d = (Graphics2D) g;
                int width = getWidth() - 1;
                int height = getHeight() - 1;
    
                int x = (width - renderedImage.getWidth()) / 2;
                int y = (height - renderedImage.getHeight()) / 2;
    
                g2d.drawImage(renderedImage, x, y, this);
            }
        }
    }
    

    Additional

    You may also want to take a look at AffineTransform.rotate() - how do I xlate, rotate, and scale at the same time? wch discusses a means for flipping a image on its horizontal and vertical axis

    0 讨论(0)
提交回复
热议问题