像 patience/Klondike 纸牌游戏一样拖动节点
Drag nodes like in a patience/Klondike card game
我正在玩 Klondike 游戏。逻辑一切正常。我只是在使用 javafx 中的 UI 时遇到了问题。
我一直在尝试 move/drag 来自 'tableau pile' 的卡片,但没有达到预期的结果。
我的卡片是一个 ImageView,里面有一个图像。卡片位于窗格内:
Pane tableau = new Pane();
for (int i = 0; i < n; i++) {
Image img = new Image("resources/images/" + (i + 1) + ".png");
ImageView imgView = new ImageView(img);
imgView.setY(i * 20);
//imgView Mouse Events here
tableau.getChildren().add(imgView);
}
我试过了:
imgView.setOnMousePressed((MouseEvent mouseEvent) -> {
dragDelta.x = imgView.getLayoutX() - mouseEvent.getSceneX();
dragDelta.y = imgView.getLayoutY() - mouseEvent.getSceneY();
});
imgView.setOnMouseDragged((MouseEvent mouseEvent) -> {
imgView.setLayoutX(mouseEvent.getSceneX() + dragDelta.x);
imgView.setLayoutY(mouseEvent.getSceneY() + dragDelta.y);
});
这个解决方案不起作用,因为我正在设置位置,所以当释放卡片时,卡片不会 return 到它原来的位置,并且因为卡片与其他 UI 对象发生碰撞。
另一次尝试:
imgView.setOnDragDetected((MouseEvent event) -> {
ClipboardContent content = new ClipboardContent();
content.putImage(img);
Dragboard db = imgView.startDragAndDrop(TransferMode.ANY);
db.setDragView(img, 35, 50);
db.setContent(content);
event.consume();
});
在这个解决方案中,问题是:卡片变成半透明的,就像移动文件一样,光标变成 no/forbidden 但除此之外效果很好:没有碰撞,卡片回到原来的位置,如果我松开鼠标。
另一个问题是我不知道我是否可以用这个解决方案移动多于一张卡?
我的最后一个问题是,如何将一个节点(在本例中为 ImageView)或一组节点从一堆移动到另一堆,就像在纸牌游戏中一样?
要了解原始卡片位置,您应该使用 setTranslateX (and Y) instead of setLayoutX in your mouse handler. So when the user releases the card, you can simply invoke a Transition and let the card fly back to the layout position. If the user releases the card on a valid place, you set the translate coordinates to 0 and change the layout position or use relocate。
如果你想让卡片变成半透明的,你可以 e. G。更改 opacity 或应用 CSS.
顺便说一句,我不会使用剪贴板内容,它似乎不适合您的需求。
您可以使用鼠标处理代码移动多个对象。您只需同时将翻译应用于多个对象。当您拖动一堆时,您确定所选卡片顶部的卡片并将过渡应用到所有卡片。
这是一个简单的例子,向您展示它的样子。
Card.java,您将使用 ImageView。
public class Card extends Rectangle {
static Random rand = new Random();
public Card() {
setWidth(100);
setHeight(200);
Color color = createRandomColor();
setStroke(color);
setFill( color.deriveColor(1, 1, 1, 0.4));
}
public static Color createRandomColor() {
int max = 200;
Color color = Color.rgb( (int) (rand.nextDouble() * max), (int) (rand.nextDouble() * max), (int) (rand.nextDouble() * max));
return color;
}
}
Game.java,申请.
public class Game extends Application {
static List<Card> cardList = new ArrayList<>();
@Override
public void start(Stage primaryStage) {
MouseGestures mg = new MouseGestures();
Group root = new Group();
for( int i=0; i < 10; i++) {
Card card = new Card();
card.relocate( i * 20, i * 10);
mg.makeDraggable(card);
cardList.add( card);
}
root.getChildren().addAll( cardList);
Scene scene = new Scene( root, 1600, 900);
primaryStage.setScene( scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
// TODO: don't use a static method, I only added for the example
public static List<Card> getSelectedCards( Card currentCard) {
List<Card> selectedCards = new ArrayList<>();
int i = cardList.indexOf(currentCard);
for( int j=i + 1; j < cardList.size(); j++) {
selectedCards.add( cardList.get( j));
}
return selectedCards;
}
}
MouseGestures.java,鼠标处理机制。
public class MouseGestures {
final DragContext dragContext = new DragContext();
public void makeDraggable(final Node node) {
node.setOnMousePressed(onMousePressedEventHandler);
node.setOnMouseDragged(onMouseDraggedEventHandler);
node.setOnMouseReleased(onMouseReleasedEventHandler);
}
EventHandler<MouseEvent> onMousePressedEventHandler = new EventHandler<MouseEvent>() {
@Override
public void handle(MouseEvent event) {
dragContext.x = event.getSceneX();
dragContext.y = event.getSceneY();
}
};
EventHandler<MouseEvent> onMouseDraggedEventHandler = new EventHandler<MouseEvent>() {
@Override
public void handle(MouseEvent event) {
Node node = (Node) event.getSource();
double offsetX = event.getSceneX() - dragContext.x;
double offsetY = event.getSceneY() - dragContext.y;
node.setTranslateX(offsetX);
node.setTranslateY(offsetY);
// same for the other cards
List<Card> list = Game.getSelectedCards( (Card) node);
for( Card card: list) {
card.setTranslateX(offsetX);
card.setTranslateY(offsetY);
}
}
};
EventHandler<MouseEvent> onMouseReleasedEventHandler = new EventHandler<MouseEvent>() {
@Override
public void handle(MouseEvent event) {
Node node = (Node) event.getSource();
moveToSource(node);
// same for the other cards
List<Card> list = Game.getSelectedCards( (Card) node);
for( Card card: list) {
moveToSource(card);
}
// if you find out that the cards are on a valid position, you need to fix it, ie invoke relocate and set the translation to 0
// fixPosition( node);
}
};
private void moveToSource( Node node) {
double sourceX = node.getLayoutX() + node.getTranslateX();
double sourceY = node.getLayoutY() + node.getTranslateY();
double targetX = node.getLayoutX();
double targetY = node.getLayoutY();
Path path = new Path();
path.getElements().add(new MoveToAbs( node, sourceX, sourceY));
path.getElements().add(new LineToAbs( node, targetX, targetY));
PathTransition pathTransition = new PathTransition();
pathTransition.setDuration(Duration.millis(1000));
pathTransition.setNode(node);
pathTransition.setPath(path);
pathTransition.setCycleCount(1);
pathTransition.setAutoReverse(true);
pathTransition.play();
}
/**
* Relocate card to current position and set translate to 0.
* @param node
*/
private void fixPosition( Node node) {
double x = node.getTranslateX();
double y = node.getTranslateY();
node.relocate(node.getLayoutX() + x, node.getLayoutY() + y);
node.setTranslateX(0);
node.setTranslateY(0);
}
class DragContext {
double x;
double y;
}
// pathtransition works with the center of the node => we need to consider that
public static class MoveToAbs extends MoveTo {
public MoveToAbs( Node node, double x, double y) {
super( x - node.getLayoutX() + node.getLayoutBounds().getWidth() / 2, y - node.getLayoutY() + node.getLayoutBounds().getHeight() / 2);
}
}
// pathtransition works with the center of the node => we need to consider that
public static class LineToAbs extends LineTo {
public LineToAbs( Node node, double x, double y) {
super( x - node.getLayoutX() + node.getLayoutBounds().getWidth() / 2, y - node.getLayoutY() + node.getLayoutBounds().getHeight() / 2);
}
}
}
当您选择一张或多张卡片时,它们会变回原点。
这是我从顶部拖动第三张卡片的屏幕截图。
当您检查卡片是否位于有效目的地时,您应该调用 fixPosition 方法。它只是重新定位卡,i。 e.使用平移值计算位置,重新定位节点并将其平移设置为 0。
棘手的部分是 PathTransition。它从节点的中心开始工作,而不是从 x/y 坐标开始。 Here's 关于我回复的那个问题的线程,以防你想了解更多。
我正在玩 Klondike 游戏。逻辑一切正常。我只是在使用 javafx 中的 UI 时遇到了问题。
我一直在尝试 move/drag 来自 'tableau pile' 的卡片,但没有达到预期的结果。 我的卡片是一个 ImageView,里面有一个图像。卡片位于窗格内:
Pane tableau = new Pane();
for (int i = 0; i < n; i++) {
Image img = new Image("resources/images/" + (i + 1) + ".png");
ImageView imgView = new ImageView(img);
imgView.setY(i * 20);
//imgView Mouse Events here
tableau.getChildren().add(imgView);
}
我试过了:
imgView.setOnMousePressed((MouseEvent mouseEvent) -> {
dragDelta.x = imgView.getLayoutX() - mouseEvent.getSceneX();
dragDelta.y = imgView.getLayoutY() - mouseEvent.getSceneY();
});
imgView.setOnMouseDragged((MouseEvent mouseEvent) -> {
imgView.setLayoutX(mouseEvent.getSceneX() + dragDelta.x);
imgView.setLayoutY(mouseEvent.getSceneY() + dragDelta.y);
});
这个解决方案不起作用,因为我正在设置位置,所以当释放卡片时,卡片不会 return 到它原来的位置,并且因为卡片与其他 UI 对象发生碰撞。
另一次尝试:
imgView.setOnDragDetected((MouseEvent event) -> {
ClipboardContent content = new ClipboardContent();
content.putImage(img);
Dragboard db = imgView.startDragAndDrop(TransferMode.ANY);
db.setDragView(img, 35, 50);
db.setContent(content);
event.consume();
});
在这个解决方案中,问题是:卡片变成半透明的,就像移动文件一样,光标变成 no/forbidden 但除此之外效果很好:没有碰撞,卡片回到原来的位置,如果我松开鼠标。 另一个问题是我不知道我是否可以用这个解决方案移动多于一张卡?
我的最后一个问题是,如何将一个节点(在本例中为 ImageView)或一组节点从一堆移动到另一堆,就像在纸牌游戏中一样?
要了解原始卡片位置,您应该使用 setTranslateX (and Y) instead of setLayoutX in your mouse handler. So when the user releases the card, you can simply invoke a Transition and let the card fly back to the layout position. If the user releases the card on a valid place, you set the translate coordinates to 0 and change the layout position or use relocate。
如果你想让卡片变成半透明的,你可以 e. G。更改 opacity 或应用 CSS.
顺便说一句,我不会使用剪贴板内容,它似乎不适合您的需求。
您可以使用鼠标处理代码移动多个对象。您只需同时将翻译应用于多个对象。当您拖动一堆时,您确定所选卡片顶部的卡片并将过渡应用到所有卡片。
这是一个简单的例子,向您展示它的样子。
Card.java,您将使用 ImageView。
public class Card extends Rectangle {
static Random rand = new Random();
public Card() {
setWidth(100);
setHeight(200);
Color color = createRandomColor();
setStroke(color);
setFill( color.deriveColor(1, 1, 1, 0.4));
}
public static Color createRandomColor() {
int max = 200;
Color color = Color.rgb( (int) (rand.nextDouble() * max), (int) (rand.nextDouble() * max), (int) (rand.nextDouble() * max));
return color;
}
}
Game.java,申请.
public class Game extends Application {
static List<Card> cardList = new ArrayList<>();
@Override
public void start(Stage primaryStage) {
MouseGestures mg = new MouseGestures();
Group root = new Group();
for( int i=0; i < 10; i++) {
Card card = new Card();
card.relocate( i * 20, i * 10);
mg.makeDraggable(card);
cardList.add( card);
}
root.getChildren().addAll( cardList);
Scene scene = new Scene( root, 1600, 900);
primaryStage.setScene( scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
// TODO: don't use a static method, I only added for the example
public static List<Card> getSelectedCards( Card currentCard) {
List<Card> selectedCards = new ArrayList<>();
int i = cardList.indexOf(currentCard);
for( int j=i + 1; j < cardList.size(); j++) {
selectedCards.add( cardList.get( j));
}
return selectedCards;
}
}
MouseGestures.java,鼠标处理机制。
public class MouseGestures {
final DragContext dragContext = new DragContext();
public void makeDraggable(final Node node) {
node.setOnMousePressed(onMousePressedEventHandler);
node.setOnMouseDragged(onMouseDraggedEventHandler);
node.setOnMouseReleased(onMouseReleasedEventHandler);
}
EventHandler<MouseEvent> onMousePressedEventHandler = new EventHandler<MouseEvent>() {
@Override
public void handle(MouseEvent event) {
dragContext.x = event.getSceneX();
dragContext.y = event.getSceneY();
}
};
EventHandler<MouseEvent> onMouseDraggedEventHandler = new EventHandler<MouseEvent>() {
@Override
public void handle(MouseEvent event) {
Node node = (Node) event.getSource();
double offsetX = event.getSceneX() - dragContext.x;
double offsetY = event.getSceneY() - dragContext.y;
node.setTranslateX(offsetX);
node.setTranslateY(offsetY);
// same for the other cards
List<Card> list = Game.getSelectedCards( (Card) node);
for( Card card: list) {
card.setTranslateX(offsetX);
card.setTranslateY(offsetY);
}
}
};
EventHandler<MouseEvent> onMouseReleasedEventHandler = new EventHandler<MouseEvent>() {
@Override
public void handle(MouseEvent event) {
Node node = (Node) event.getSource();
moveToSource(node);
// same for the other cards
List<Card> list = Game.getSelectedCards( (Card) node);
for( Card card: list) {
moveToSource(card);
}
// if you find out that the cards are on a valid position, you need to fix it, ie invoke relocate and set the translation to 0
// fixPosition( node);
}
};
private void moveToSource( Node node) {
double sourceX = node.getLayoutX() + node.getTranslateX();
double sourceY = node.getLayoutY() + node.getTranslateY();
double targetX = node.getLayoutX();
double targetY = node.getLayoutY();
Path path = new Path();
path.getElements().add(new MoveToAbs( node, sourceX, sourceY));
path.getElements().add(new LineToAbs( node, targetX, targetY));
PathTransition pathTransition = new PathTransition();
pathTransition.setDuration(Duration.millis(1000));
pathTransition.setNode(node);
pathTransition.setPath(path);
pathTransition.setCycleCount(1);
pathTransition.setAutoReverse(true);
pathTransition.play();
}
/**
* Relocate card to current position and set translate to 0.
* @param node
*/
private void fixPosition( Node node) {
double x = node.getTranslateX();
double y = node.getTranslateY();
node.relocate(node.getLayoutX() + x, node.getLayoutY() + y);
node.setTranslateX(0);
node.setTranslateY(0);
}
class DragContext {
double x;
double y;
}
// pathtransition works with the center of the node => we need to consider that
public static class MoveToAbs extends MoveTo {
public MoveToAbs( Node node, double x, double y) {
super( x - node.getLayoutX() + node.getLayoutBounds().getWidth() / 2, y - node.getLayoutY() + node.getLayoutBounds().getHeight() / 2);
}
}
// pathtransition works with the center of the node => we need to consider that
public static class LineToAbs extends LineTo {
public LineToAbs( Node node, double x, double y) {
super( x - node.getLayoutX() + node.getLayoutBounds().getWidth() / 2, y - node.getLayoutY() + node.getLayoutBounds().getHeight() / 2);
}
}
}
当您选择一张或多张卡片时,它们会变回原点。
这是我从顶部拖动第三张卡片的屏幕截图。
当您检查卡片是否位于有效目的地时,您应该调用 fixPosition 方法。它只是重新定位卡,i。 e.使用平移值计算位置,重新定位节点并将其平移设置为 0。
棘手的部分是 PathTransition。它从节点的中心开始工作,而不是从 x/y 坐标开始。 Here's 关于我回复的那个问题的线程,以防你想了解更多。