Java/Java Swing

bubble - 7 (물방울 동작 처리)

도준영 2024. 7. 15. 16:32
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();
			}
		}
	}
	

}