回答編集履歴
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コード追加
test
CHANGED
@@ -13,3 +13,191 @@
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フレームを表示して以降は、Swing の部品を外部から操作してはいけません。(より正確には、フレームの表示自体もSwing上でやらないといけないのですが…。)
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また、JFrame内をJPanelが動き回る構造よりも、JPanelをゲーム画面としてその中に各キャラクタを画像として書き込むほうが、自由度が高く、JPanelという重そうな(計ったことはありません)モノを使うより良いように思います。
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ボタンを押すとボールが動き回ります。
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```java
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package teratail_java.q357613;
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import java.awt.Color;
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import java.awt.Dimension;
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import java.awt.FlowLayout;
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import java.awt.Graphics;
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import java.awt.Rectangle;
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import java.awt.event.ActionEvent;
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import java.awt.event.ActionListener;
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import java.util.concurrent.Executors;
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import java.util.concurrent.ScheduledExecutorService;
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import java.util.concurrent.TimeUnit;
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import javax.swing.JButton;
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import javax.swing.JFrame;
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import javax.swing.JPanel;
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public class GameFrame extends JFrame {
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public static void main(String[] args) {
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new GameFrame().setVisible(true);
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}
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GameFrame() {
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super("ゲーム画面");
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setLocationRelativeTo(null);
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setDefaultCloseOperation(EXIT_ON_CLOSE);
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setResizable(false);
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add(new GamePanel());
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pack();
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}
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private class GamePanel extends JPanel {
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private Ball ball;
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private Rectangle frame;
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private ScheduledExecutorService executor;
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GamePanel() {
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super(new FlowLayout());
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Dimension size = new Dimension(200, 200);
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setPreferredSize(size);
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frame = new Rectangle(size);
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ball = new Ball(90, 100, 0.9f, 0.5f);
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executor = Executors.newSingleThreadScheduledExecutor();
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JButton startButton = new JButton("start");
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add(startButton);
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startButton.addActionListener(new ActionListener() {
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@Override
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public void actionPerformed(ActionEvent e) {
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startButton.setEnabled(false);
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executor.scheduleAtFixedRate(new Runnable() {
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@Override
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public void run() {
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ball.move(frame);
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repaint();
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}
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}, 10, 10, TimeUnit.MILLISECONDS);
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}
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});
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}
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@Override
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public void paintComponent(Graphics g) {
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super.paintComponent(g);
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ball.draw(g);
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}
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}
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private class Ball {
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private float x, y, dx, dy;
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private int w=20, h=20;
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Ball(int x, int y, float dx, float dy) {
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this.x = x;
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this.y = y;
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this.dx = dx;
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this.dy = dy;
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}
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void move(Rectangle frame) {
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for(boolean xover=false, yover=false; !xover || !yover; ) {
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xover = frame.contains(x+dx, y, w, h);
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if(!xover) dx *= -1;
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yover = frame.contains(x, y+dy, w, h);
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if(!yover) dy *= -1;
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}
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x += dx;
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y += dy;
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}
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void draw(Graphics g) {
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g.setColor(Color.BLUE);
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g.fillOval((int)x, (int)y, w, h);
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}
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}
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}
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```
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