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java实现情节动画代码 java执行代码片段

求java做动画代码

import java.awt.Canvas;

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import java.awt.Color;

import java.awt.Dimension;

import java.awt.EventQueue;

import java.awt.Frame;

import java.awt.Graphics;

import java.awt.Graphics2D;

import java.awt.Image;

import java.awt.RenderingHints;

import java.awt.event.KeyEvent;

import java.awt.event.KeyListener;

import java.awt.event.WindowAdapter;

import java.awt.event.WindowEvent;

import java.awt.image.BufferedImage;

import java.io.File;

import java.io.IOException;

import javax.imageio.ImageIO;

public class TestImage extends Frame

{

private static final long serialVersionUID = 1L;

private static boolean PRESSED = false;

private static int pointX = 0;

private static int pointy = 200;

private static int RIGHT_GO = 0;

private static int LEFT_GO = 0;

private static int DIR = 0;

private static int ANGLE = 0;

private static int W = 50;

private static int H = 60;

private _Canvas canvas = null;

public TestImage ()

{

add (canvas = new _Canvas ());

setIgnoreRepaint (true);

requestFocus ();

}

public class _Canvas extends Canvas implements Runnable

{

private static final long serialVersionUID = 1L;

private BufferedImage bi = null;

private Image bufferedImage = null;

private Thread thread = null;

private long sleepTime = 10;

public _Canvas ()

{

try

{

bi = ImageIO.read (new File ("go.png"));

}

catch (IOException e)

{}

setBackground (Color.BLACK);

requestFocus ();

addKeyListener (new KeyListener ()

{

@Override

public void keyTyped ( KeyEvent e )

{}

@Override

public void keyReleased ( KeyEvent e )

{

RIGHT_GO = 0;

PRESSED = false;

}

@Override

public void keyPressed ( KeyEvent e )

{

// 38 40 37 39上下左右

DIR = e.getKeyCode ();

PRESSED = true;

}

});

}

@Override

public void paint ( Graphics g )

{

Graphics2D g2d = (Graphics2D) g;

g2d.setRenderingHint (RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);

g2d.drawImage (rotateImage (bi.getSubimage (RIGHT_GO, LEFT_GO, W, H), ANGLE, true), pointX, pointy, W, H,

this);

g2d.dispose ();

}

@Override

public void update ( Graphics g )

{

if (null == bufferedImage)

{

bufferedImage = createImage (getWidth (), getHeight ());

}

Graphics bufferedG = bufferedImage.getGraphics ();

bufferedG.clearRect (0, 0, getWidth (), getHeight ());

paint (bufferedG);

bufferedG.dispose ();

g.drawImage (bufferedImage, 0, 0, this);

g.dispose ();

}

public void start ()

{

thread = new Thread (this);

thread.setName ("TestImage");

thread.setPriority (Thread.MIN_PRIORITY);

thread.start ();

}

public synchronized void stop ()

{

thread = null;

notify ();

}

@Override

public void run ()

{

Thread me = Thread.currentThread ();

while (thread == me  !isShowing () || getSize ().width == 0)

{

try

{

Thread.sleep (555);

}

catch (InterruptedException e)

{

return;

}

}

while (thread == me  isShowing ())

{

if (PRESSED)

{

try

{

if (DIR == 39)

{

RIGHT_GO = RIGHT_GO + 50;

LEFT_GO = 0;

pointX = pointX + 1;

if (pointX  420)

{

ANGLE = 90;

pointX--;

pointy--;

W = 60;

H = 50;

}

if (RIGHT_GO  50)

{

RIGHT_GO = 0;

}

}

else if (DIR == 37)

{

pointX = pointX - 1;

RIGHT_GO = RIGHT_GO + 50;

LEFT_GO = 60;

if (pointX  0)

{

ANGLE = -90;

pointX++;

pointy--;

W = 60;

H = 50;

}

if (RIGHT_GO  50)

{

RIGHT_GO = 0;

}

}

else if (DIR == 38)

{

W = 50;

H = 60;

pointy = 150;

ANGLE = 0;

RIGHT_GO = 100;

}

else if (DIR == 40)

{

W = 50;

H = 60;

ANGLE = 0;

pointy = 200;

RIGHT_GO = 0;

}

Thread.sleep (sleepTime);

repaint ();

}

catch (InterruptedException e)

{

break;

}

}

else

{

RIGHT_GO = RIGHT_GO + 50;

LEFT_GO = 0;

pointX = pointX + 1;

if (RIGHT_GO  50)

{

RIGHT_GO = 0;

}

if (pointX  500)

{

pointX = 0;

}

try

{

Thread.sleep (sleepTime);

repaint ();

}

catch (InterruptedException e)

{

break;

}

}

}

thread = null;

}

}

/**

 * 旋转图像为指定角度

 * 

 * @param degree

 * @return

 */

public static BufferedImage rotateImage ( final BufferedImage image, final int angdeg, final boolean d )

{

int w = image.getWidth ();

int h = image.getHeight ();

int type = image.getColorModel ().getTransparency ();

BufferedImage img;

Graphics2D graphics2d;

( graphics2d = ( img = new BufferedImage (w, h, type) ).createGraphics () ).setRenderingHint (

RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);

graphics2d.rotate (d ? -Math.toRadians (angdeg) : Math.toRadians (angdeg), w / 2, h / 2);

graphics2d.drawImage (image, 0, 0, null);

graphics2d.dispose ();

return img;

}

public static void main ( String[] args )

{

EventQueue.invokeLater (new Runnable ()

{

@Override

public void run ()

{

final TestImage ti = new TestImage ();

ti.setSize (new Dimension (500, 300));

ti.setLocationRelativeTo (null);

ti.addWindowListener (new WindowAdapter ()

{

@Override

public void windowClosing ( WindowEvent e )

{

System.exit (0);

}

@Override

public void windowDeiconified ( WindowEvent e )

{

ti.canvas.start ();

}

@Override

public void windowIconified ( WindowEvent e )

{

ti.canvas.stop ();

}

});

ti.setResizable (false);

ti.canvas.start ();

ti.setVisible (true);

}

});

}

}

2.Java有哪几种常见的实现动画的方法?

一: 用多线程播放一组图片, 实现动画片的效果; 类似于逐帧动画,每个图片是动画的一帧

二: 在awt/swing界面里, 可以使用paint方法,去绘制图形,然后用swing提供的Timer或者多线程技术,去刷新绘制的图形

三:在JavaFX里, 本身就支持动画,并且封装了很多动画效果可以直接使用,比如逐帧动画.缩放动画,渐变动画,旋转动画,位置动画等.

强烈推荐使用javaFX来实现动画, 因为javaFX是现代化的图形界面工具,具有简单,强大,组件丰富,跨平台,支持Html5, 支持表格, 支持动画等多种优势 

下面是一个javaFX绘制的动态表格

javaFX动态表格

我想要个用java写的小动画,是在JDK上实现的,可以帮我写下吗?

/*显示一个立方体*/

#include dos.h

#include math.h

#include conio.h

#include stdio.h

#include stdlib.h

#include graphics.h

#define PI 3.1415926

/*定义按键*/

#define ESC 0x11b

/*以下4个键,依次是上 下 左 右*/

#define X_axis_clkwise 0x4800

#define X_axis_Cntclkwise 0x5000

#define Y_axis_clkwise 0x4b00

#define Y_axis_Cntclkwise 0x4d00

/*以下2个键,依次是A, D*/

#define Z_axis_clkwise 0x1e61

#define Z_axis_Cntclkwise 0x2064

#define Distance_forward 0x1177

#define Distance_Backward 0x1f73

/*以下6个键,依次是U, J, I, K, O, L*/

#define X_Delta_Plus 0x1675

#define X_Delta_Minus 0x246a

#define Y_Delta_Plus 0x1769

#define Y_Delta_Minus 0x256b

#define Z_Delta_Plus 0x186f

#define Z_Delta_Minus 0x266c

/*绕X轴旋转矩阵*/

float X_Rotate_Matrix[4][4] = { 1, 0, 0, 0,

0, 1, 0, 0,

0, 0, 1, 0,

0, 0, 0, 1 };

/*绕Y轴旋转矩阵*/

float Y_Rotate_Matrix[4][4] = { 1, 0, 0, 0,

0, 1, 0, 0,

0, 0, 1, 0,

0, 0, 0, 1 };

/*绕Z轴旋转矩阵*/

float Z_Rotate_Matrix[4][4] = { 1, 0, 0, 0,

0, 1, 0, 0,

0, 0, 1, 0,

0, 0, 0, 1 };

/*平移矩阵*/

float Transist_Matrix[4][4] = { 1, 0, 0, 0,

0, 1, 0, 0,

0, 0, 1, 0,

0, 0, 0, 1 };

/*透视投影变换矩阵*/

float Perspective_Projection[4][4] = { 1, 0, 0, 0,

0, 1, 0, 0,

0, 0, 0, 0,

0, 0, 0, 1 };

int num;

float *Matrix_Mul(float *pMatrix1, int Num_Row_Matrix1, int Num_Column_Matrix1,

float *pMatrix2, int Num_Row_Matrix2, int Num_Column_Matrix2 ) {

/*实现两个矩阵:

输入参数: *pMatrix1: 指向第一个矩阵

Num_Row_Matrix1: 第一个矩阵的行数

Num_Column_Matrix1: 第一个矩阵的列数

余下三个参数类推;

return 指向运算结果的float类型指针.*/

int i, j, m, n;

float *pNewMatrix1, *pNewMatrix2, Sum;

if( Num_Column_Matrix1 != Num_Row_Matrix2) {

printf("Invalid Matrixs!\n");

return 0;

}

pNewMatrix1 = malloc(Num_Row_Matrix1 * Num_Column_Matrix2 * 4);

/*申请内存空间, Size(/bytes) = 第一个矩阵的行数 * 第二个矩阵的列数 * 4(= sizeof(float))*/

pNewMatrix2 = pNewMatrix1;

/*具体算法详见如下代码*/

for( i = 0; i Num_Row_Matrix1; i++) {

for( n = 0; n Num_Column_Matrix2; n++) {

Sum = 0;

for( j = 0; j Num_Column_Matrix1; j++)

Sum += (*(pMatrix1+i*Num_Column_Matrix1+j)) * (*(pMatrix2+j*Num_Column_Matrix2+n));

*(pNewMatrix1++) = Sum;

}

}

return pNewMatrix2;

}

/*转换成齐次坐标矩阵*/

void Matrix_Convertion(float *pMatrix, int Num_Row) {

int i, j;

for(i = 0; i Num_Row; i++) {

if((*(pMatrix+i*4+3)) != 0) {

*(pMatrix+i*4) = (*(pMatrix+i*4)) / (*(pMatrix+i*4+3));

*(pMatrix+i*4+1) = (*(pMatrix+i*4+1)) / (*(pMatrix+i*4+3));

*(pMatrix+i*4+2) = (*(pMatrix+i*4+2)) / (*(pMatrix+i*4+3));

}

}

}

/*取得投影坐标*/

float *Get_X_Y(float *pMatrix, int Num_Row) {

int i, j, Num;

float *pNewMatrix;

Num = 0;

for(i = 0; i Num_Row; i++) {

if((*(pMatrix+i*4+3)) != 0)

Num++;

}

pNewMatrix = malloc(Num * 2 * 4);

/*存放格式,{(x1, y1),(x2, y2), ... ,(xn, yn)}*/

for(i = 0; i Num; i++) {

if((*(pMatrix+i*4+3)) != 0) {

*(pNewMatrix+i*2) = (*(pMatrix+i*4))+300; /*显示在屏幕中心, x = 300*/

*(pNewMatrix+i*2+1) = (*(pMatrix+i*4+1))+200; /*显示在屏幕中心, y = 200*/

}

}

return pNewMatrix;

}

/*设置旋转矩阵, Rotate around aixs labled with X or Y or Z*/

void SetMatrix_X(float X_Angle) {

float CosX, SinX;

SinX = sin(X_Angle * PI /128);

CosX = cos(X_Angle * PI /128);

X_Rotate_Matrix[1][1] = CosX;

X_Rotate_Matrix[1][2] = SinX;

X_Rotate_Matrix[2][1] = -1 * SinX;

X_Rotate_Matrix[2][2] = CosX;

}

void SetMatrix_Y(float Y_Angle) {

float CosY, SinY;

SinY = sin(Y_Angle * PI /128);

CosY = cos(Y_Angle * PI /128);

Y_Rotate_Matrix[0][0] = CosY;

Y_Rotate_Matrix[0][2] = -1 * SinY;

Y_Rotate_Matrix[2][0] = SinY;

Y_Rotate_Matrix[2][2] = CosY;

}

void SetMatrix_Z(float Z_Angle) {

float CosZ, SinZ;

SinZ = sin(Z_Angle * PI /128);

CosZ = cos(Z_Angle * PI /128);

Z_Rotate_Matrix[0][0] = CosZ;

Z_Rotate_Matrix[0][1] = SinZ;

Z_Rotate_Matrix[1][0] = -1 * SinZ;

Z_Rotate_Matrix[1][1] = CosZ;

}

/*类同*/

void Set_Transist_Matrix(float X, float Y,float Z) {

Transist_Matrix[3][0] = X;

Transist_Matrix[3][1] = Y;

Transist_Matrix[3][2] = Z;

}

/*类同*/

void Set_Perspective_Projection(float k) {

Perspective_Projection[2][3] = -1/k;

}

/*初始化图形驱动*/

void InitGraph(void) {

int gd=DETECT,gm;

initgraph(gd,gm,"E:\\TC");

}

/*生成立方体*/

float *Cube(void) {

int i, j, k;

float *pPoints1, *pPoints2;

num = 0;

for( i = -50; i = 50; i += 20)

for( j = -50; j = 50; j += 20)

for( k = -50; k = 50; k += 20)

num++;

pPoints1 = malloc( num * 4 * 4 );

pPoints2 = pPoints1;

for( i = -50; i = 50; i += 20)

for( j = -50; j = 50; j += 20)

for( k = -50; k = 50; k += 20) {

*(pPoints1++) = i;

*(pPoints1++) = j;

*(pPoints1++) = k;

*(pPoints1++) = 1;

}

return pPoints2;

}

/*Functions used for drawing Clearing*/

void Plot_NewPoints(float *pPoints) {

int i;

for(i=0;inum;i++)

putpixel( (int) (*(pPoints+i*2)), (int) (*(pPoints+i*2+1)), 7);

}

void Clear_OldPoints(float *pPoints) {

int i;

for(i=0;inum;i++)

putpixel( (int) (*(pPoints+i*2)), (int) (*(pPoints+i*2+1)), 0);

}

/*Function used for controlling*/

void Operate(int Switch, float *Ang_Rot_X, float *Ang_Rot_Y, float *Ang_Rot_Z,

float *X_Delta, float *Y_Delta, float *Z_Delta,float *Distance) {

switch(Switch) {

case X_axis_clkwise: (*Ang_Rot_X)--; break;

case X_axis_Cntclkwise: (*Ang_Rot_X)++; break;

case Y_axis_clkwise: (*Ang_Rot_Y)--; break;

case Y_axis_Cntclkwise: (*Ang_Rot_Y)++; break;

case Z_axis_clkwise: (*Ang_Rot_Z)--; break;

case Z_axis_Cntclkwise: (*Ang_Rot_Z)++; break;

case X_Delta_Plus: (*X_Delta)--; break;

case X_Delta_Minus: (*X_Delta)++; break;

case Y_Delta_Plus: (*Y_Delta)--; break;

case Y_Delta_Minus: (*Y_Delta)++; break;

case Z_Delta_Plus: (*Z_Delta)++; break;

case Z_Delta_Minus: (*Z_Delta)--; break;

case Distance_forward: (*Distance)++; break;

case Distance_Backward: (*Distance)--; break;

default: (*Ang_Rot_Y)++; break;

}

}

int main() {

int i, j, Key;

float *pMatrix1, *pMatrix2;

float *pBasePoints;

float *pPerspectivePoints;

float Ang_Rot_Xaxis, Ang_Rot_Yaxis, Ang_Rot_Zaxis;

float X_Delta, Y_Delta, Z_Delta;

float Distance;

clrscr();

InitGraph();

/*Varieties initialized*/

pBasePoints = Cube();

Ang_Rot_Xaxis = 0;

Ang_Rot_Yaxis = 0;

Ang_Rot_Zaxis = 0;

X_Delta = 0;

Y_Delta = 0;

Z_Delta = 0;

Distance = 200;

Key = 0;

while(Key != ESC) {

if( bioskey(1) )

Key = bioskey(0);

Operate(Key, Ang_Rot_Xaxis, Ang_Rot_Yaxis, Ang_Rot_Zaxis,

X_Delta, Y_Delta, Z_Delta, Distance);

SetMatrix_X(Ang_Rot_Xaxis);

SetMatrix_Y(Ang_Rot_Yaxis);

SetMatrix_Z(Ang_Rot_Zaxis);

Set_Transist_Matrix(X_Delta, Y_Delta, Z_Delta);

Set_Perspective_Projection(Distance);

/*The following may be known by you

pay your attention specially to the pair of malloc free */

pMatrix1 = Matrix_Mul( (float*)X_Rotate_Matrix, 4, 4, (float*)Y_Rotate_Matrix, 4, 4);

pMatrix2 = Matrix_Mul( pMatrix1, 4, 4, (float*)Z_Rotate_Matrix, 4, 4);

free(pMatrix1);

pMatrix1 = Matrix_Mul( pMatrix2, 4, 4, (float*)Transist_Matrix, 4, 4);

free(pMatrix2);

pMatrix2 = Matrix_Mul( pMatrix1, 4, 4, (float*)Perspective_Projection, 4, 4);

free(pMatrix1);

pMatrix1 = Matrix_Mul( pBasePoints, num, 4, pMatrix2, 4, 4);

free(pMatrix2);

Matrix_Convertion( pMatrix1, num);

pPerspectivePoints = Get_X_Y(pMatrix1, num);

Plot_NewPoints(pPerspectivePoints);

delay(5000);

Clear_OldPoints(pPerspectivePoints);

free(pPerspectivePoints);

free(pMatrix1);

}

free(pBasePoints);

closegraph();

return 0;

}

我想用JAVA 做一个动画为什么做不出来,代码写出来 求高手指教

java可以做动画,但是不适合做动画。每个东西都有其使用的领域。

好比java适合写应用程序,C适合写嵌入式程序,flash适合做动画,

怎么用java做动画

重写paint方法,来实现将自己定义的图片绘制到组件中,然后启动一个线程来控制paint方法。 示例: ××××××××××××××××××××××××××× import javax.swing.*; import java.awt.*;class MyPanel extends JPanel implements Runnable {private Image img;private int i=0;private int j=0;public MyPanel(){img=new ImageIcon("1.png").getImage();}public void paint(Graphics g){g.drawImage(img,0,0,60,104,i*60,j*104,i*60+60,j*104+104,this);}public void run(){while(true){while(j {while(i {try{Thread.sleep(300);}catch(Exception e){}this.repaint();i++;}j++;i=0;}i=0;j=0;}} }public class test extends JFrame {private MyPanel p;public test(){p=new MyPanel();this.add(p,BorderLayout.CENTER);this.setBounds(300,200,300,300);this.setTitle("人物行走图");new Thread(p).start();this.setVisible(true);this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);}public static void main(String args[]){new test();} }××××××××××××××××××××××× 将以上源码保存为:test.java,编译,然后下载下面的图片 将下载的图片改名为1.png" target="_blank"

,然后将其和编译后生成的class文件放在同一文件夹下,然后运行就可以了·~~

Java编程实现一个能循环地自左向右移动的动画程序。

效果图

参考代码

import java.awt.*;

import java.awt.event.*;

import javax.swing.*;

public class MoveTextFrame extends JFrame {

JLabel jl;//文字标签

int speed=2;//移动速度

public MoveTextFrame() {

jl = new JLabel("文字动画");

jl.setForeground(Color.RED);

add(jl);

setSize(380, 100);//窗口大小

setLocationRelativeTo(null);//窗口居中

setResizable(false);

setDefaultCloseOperation(EXIT_ON_CLOSE);

setVisible(true);

//设置定时器, 每隔25毫秒,改变一次文字标签的位置

Timer t = new Timer(25, new ActionListener() {

public void actionPerformed(ActionEvent e) {

int x = jl.getX()+speed;//计算移动后的位置

if(x=390){//如果超过就指定像素,就重新从左边开水移动

x=-30;

}

jl.setLocation(x, jl.getY());//更新位置

//repaint();

}

});

t.start();

}

public static void main(String[] args) {

new MoveTextFrame();

}

}


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