学以致用——Java源码——使用随机几何图形制作屏保程序(Screen Saver with Shapes Using the Java 2D API)

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程序功能:

使用随机输出的几何图形作为屏保程序,用户可随时指定屏幕上要显示的图形元素的数量。

运行示例:

 

源码:

1. 实体类

import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Polygon;
import java.awt.Rectangle;
import java.awt.TexturePaint;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.CubicCurve2D;
import java.awt.geom.Ellipse2D;
import java.awt.geom.GeneralPath;
import java.awt.geom.RoundRectangle2D;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JPanel;
import javax.swing.Timer;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Container;
import java.awt.Font;
import java.awt.GradientPaint;
import java.security.SecureRandom;

/**
 * 13.22 (Screen Saver Using the Java 2D API) Modify your solution to Exercise
 * 13.21 to use classes and drawing capabilities of the Java 2D API. Draw shapes
 * like rectangles and ellipses, with randomly generated gradients. Use class
 * GradientPaint to generate the gradient.13.22 (Screen Saver Using the Java 2D
 * API) Modify your solution to Exercise 13.21 to use classes and drawing
 * capabilities of the Java 2D API. Draw shapes like rectangles and ellipses,
 * with randomly generated gradients. Use class GradientPaint to generate the
 * gradient.
 * 
 * @author [email protected]
 * @Date Jan 24, 2019, 2:42:53 PM
 *
 */
public class ScreenSaverRandomShapesJPanel extends JPanel implements ActionListener
{
	private int elements;	//随机显示的线段数
	private int cnt = 1;
	public void paint(Graphics g)
	{
		   super.paint(g);
		   Graphics2D g2d = (Graphics2D) g;
		   int width = getWidth(); // total width   
		   int height = getHeight(); // total height
		   int rR;	//Red in RGB
		   int rG;  //Green in RGB
		   int rB;  //Blue in RGB
		   int shapes = 10;	//可绘制的图形的种类数
		   int rShape;		//随机选择的要绘制的图形编号
		   int rStartX;	//绘制图形时的起点(左上角)X坐标
		   int rStartY;	//绘制图形时的起点(左上角)Y坐标
		   int rEndX;	//绘制图形时的终点(右下角)X坐标
		   int rEndY;	//绘制图形时的终点(右下角)Y坐标
		   double rControlX1;	//绘制图形时(三次曲线)的控制点1的X坐标 
		   double rControlY1;	//绘制图形时(三次曲线)的控制点1的Y坐标
		   double rControlX2;	//绘制图形时(三次曲线)的控制点2的X坐标 
		   double rControlY2;	//绘制图形时(三次曲线)的控制点2的Y坐标
		   double rWidth;	//图形随机宽度
		   double rHeight;  //图形随机高度
		   double rRadius;	//随机圆的半径
		   int thickness;   //画笔粗细
		   int rStartAngle;	//绘制圆弧时的起始角度
		   int rArcAngle;	//绘制圆弧时的终止角度
		   double rArcWdith;	//矩形圆角外围矩形框宽度
		   double rArcHeight;	//矩形圆角外围矩形框高度
		   int rArcWdithRatio; 	//矩形宽度与矩形圆角外围矩形框宽度的随机比例
		   int rArcHeightRatio; 	//矩形高度与矩形圆角外围矩形框高度的随机比例
		   int rTextureWidth;	//矩形内部图案随机宽度
		   int rTextureHeight;	//矩形内部图案随机高度
		   int rTextureWidthRatio; 	//矩形宽度与矩形内部图案宽度的随机比例
		   int rTextureHeightRatio; 	//矩形高度与矩形内部图案高度的随机比例
		   int rTextureSubWidthRatio;	//矩形内部图案宽度与细部图案宽度的随机比例
		   int rTextureSubHeightRatio;	//矩形内部图案高度与细部图案高度的随机比例

		   final SecureRandom rn = new SecureRandom();
		   
		   for (int i = elements; i > 0;i--){

			   rR=rn.nextInt(256);
			   rG=rn.nextInt(256);
			   rB=rn.nextInt(256);
			   Color rColor1=new Color(rR, rG, rB);	//Color at the first specified Point
			   rR=rn.nextInt(256);
			   rG=rn.nextInt(256);
			   rB=rn.nextInt(256);
			   Color rColor2=new Color(rR, rG, rB); //Color at the second specified Point
			   rR=rn.nextInt(256);
			   rG=rn.nextInt(256);
			   rB=rn.nextInt(256);
			   Color rColor3=new Color(rR, rG, rB); //第三种随机颜色 ()
			   rR=rn.nextInt(256);
			   rG=rn.nextInt(256);
			   rB=rn.nextInt(256);
			   Color rColor4=new Color(rR, rG, rB); //第四种随机颜色
			   g2d.setColor(rColor1);
			   
			   rShape=rn.nextInt(shapes);
			   rStartAngle = rn.nextInt(360);
			   rArcAngle = rn.nextInt(360);
			   rStartX=rn.nextInt(width);
			   rStartY=rn.nextInt(height);
			   rEndX=Math.min(rStartX+rn.nextInt(width), width);	//从起点位置向右随机偏移,但不要超出画板右边界
			   rEndY=Math.min(rStartY+rn.nextInt(height),height);	//从起点位置向下随机偏移,但不要超出画板下边界
			   rWidth=rn.nextInt(width/2);
			   rHeight=rn.nextInt(height/2);
			   rArcWdithRatio = 3 + rn.nextInt(6);	//3~8
			   rArcHeightRatio = 3 + rn.nextInt(6);	//3~8
			   rArcWdith = rWidth/rArcWdithRatio;
			   rArcHeight = rHeight/rArcHeightRatio;	
			   rTextureWidthRatio = 6 + rn.nextInt(11);	//6~16
			   rTextureHeightRatio = 6 + rn.nextInt(11);	//6~16
			   rTextureWidth = (int)(rWidth/rTextureWidthRatio); 
			   rTextureHeight = (int)(rHeight/rTextureHeightRatio);
			   rTextureSubWidthRatio = 3 + rn.nextInt(6);	//3~8
			   rTextureSubHeightRatio = 3 + rn.nextInt(6);	//3~8
			   // draw 2D rounded rectangle with a buffered background
			   BufferedImage buffImage = new BufferedImage(10, 10,
			   BufferedImage.TYPE_INT_RGB);
			   
			   //定义各种随机图形
			   switch(rShape){
			   case 0:	//随机椭圆,带有随机渐变色
				   g2d.setPaint(new GradientPaint(rStartX,rStartY, rColor1, (rStartX+rEndX)*1/8,
						   (rStartY+rEndY)*1/8,
						   rColor2, true));
				   g2d.fill(new Ellipse2D.Double(rStartX,rStartY,rWidth,rHeight));
				   break;
			   case 1:	//随机矩形(填充随机图案)
				   // obtain Graphics2D from buffImage and draw on it
				   Graphics2D gg = buffImage.createGraphics();
				   gg.setColor(rColor1); 
				   gg.fillRect(0, 0, rTextureWidth, rTextureHeight); 
			       gg.setColor(rColor2);  
			       gg.drawRect(1, 1, (int) (rTextureWidth/rTextureSubWidthRatio),
			    		   (int) (rTextureHeight/rTextureSubHeightRatio)); 
			       gg.setColor(rColor3); 
			       gg.fillRect(1, 1, (int) (rTextureWidth/rTextureSubWidthRatio*7.0/10.0), 
			    		   (int) (rTextureHeight/rTextureSubHeightRatio*7.0/10.0)); 
			       gg.setColor(rColor4); 
			       gg.fillRect((int) (rTextureWidth*(1-rTextureSubWidthRatio*8.0/10.0)), 
			    		   (int) (rTextureHeight*(1-rTextureSubHeightRatio*8.0/10.0)), 
			    		   (int) (rTextureWidth*(1-rTextureSubWidthRatio*9.0/10.0)), 
			    		   (int) (rTextureHeight*(1-rTextureSubHeightRatio*9.0/10.0))); 

			       // paint buffImage onto the JPanel
			       g2d.setPaint(new TexturePaint(buffImage, 
			         new Rectangle(rTextureWidth, rTextureHeight)));
			       thickness =  15 + rn.nextInt(16);
				   g2d.setStroke(new BasicStroke(thickness));  //设置线段的粗细
			       g2d.draw(
			         new RoundRectangle2D.Double(rStartX,rStartY,rWidth,rHeight, rArcWdith, rArcHeight));
				   break;
			   case 2: //随机矩形(填充固定图案)
				   int displaySentinel = rn.nextInt(3);
				   if (displaySentinel<1) {
				   rStartX=rn.nextInt(width);
				   rStartY=rn.nextInt(height);
				   rEndX=Math.min(rStartX+rn.nextInt(width), width);	//从起点位置向右随机偏移,但不要超出画板右边界
				   rEndY=Math.min(rStartY+rn.nextInt(height),height);	//从起点位置向下随机偏移,但不要超出画板下边界
				   rArcWdith = rWidth/rArcWdithRatio;
				   rArcHeight = rHeight/rArcHeightRatio;
				   // obtain Graphics2D from buffImage and draw on it
				   Graphics2D gg2 = buffImage.createGraphics();
			       gg2.setColor(Color.YELLOW); 
			       gg2.fillRect(0, 0, 10, 10); 
			       gg2.setColor(Color.BLACK);  
			       gg2.drawRect(1, 1, 6, 6); 
			       gg2.setColor(Color.BLUE); 
			       gg2.fillRect(1, 1, 3, 3); 
			       gg2.setColor(Color.RED); 
			       gg2.fillRect(4, 4, 3, 3); 

			       // paint buffImage onto the JFrame
			       g2d.setPaint(new TexturePaint(buffImage, 
			          new Rectangle(10, 10)));
			       g2d.fill(
			         new RoundRectangle2D.Double(rStartX,rStartY,rWidth,rHeight, rArcWdith, rArcHeight));
				   }
				   break;
			   case 3:	//随机三次曲线
				   rStartX=rn.nextInt(width);
				   rStartY=rn.nextInt(height);
				   rEndX=Math.min(rStartX+rn.nextInt(width), width);	//从起点位置向右随机偏移,但不要超出画板右边界
				   rEndY=Math.min(rStartY+rn.nextInt(height),height);	//从起点位置向下随机偏移,但不要超出画板下边界
				   rControlX1 = (rStartX+rEndX)/(1+rn.nextInt(6));
				   rControlY1 = (rStartY+rEndY)/(1+rn.nextInt(6));
				   rControlX2 = (rStartX+rEndX)/(1+rn.nextInt(6));
				   rControlY2 = (rStartY+rEndY)/(1+rn.nextInt(6));
				   thickness =  5 + rn.nextInt(16);
				   g2d.setStroke(new BasicStroke(thickness));  //设置线段的粗细
				   g2d.draw(new CubicCurve2D.Double((double)rStartX, (double)rStartY, 
						   rControlX1,rControlY1,rControlX2,rControlY2,
						   (double)rEndX, (double)rEndY));
				   break;
			   case 4:	//随机弧线
				   thickness =  12 + rn.nextInt(6);
				   g2d.setStroke(new BasicStroke(thickness));  //设置线段的粗细
				   g.drawArc(rStartX, rStartY, (int)rWidth, (int)rHeight, rStartAngle, rArcAngle);
				   break;
			   case 5:	//随机三角形
				   boolean triangleFound = false;
				   int[][] triangleCordinates = new int[2][3];
				   
				   do {
					   int aX = 1+rn.nextInt(width);
					   int aY = 1+rn.nextInt(height);
					   int bX = 1+rn.nextInt(width);
					   int bY = 1+rn.nextInt(height);
					   int cX = 1+rn.nextInt(width);
					   int cY = 1+rn.nextInt(height);
					   
					   double abL = Math.sqrt(Math.pow(Math.abs(aX-bX), 2)+Math.pow(Math.abs(aY-bY), 2));
					   double bcL = Math.sqrt(Math.pow(Math.abs(bX-cX), 2)+Math.pow(Math.abs(bY-cY), 2));
					   double acL = Math.sqrt(Math.pow(Math.abs(aX-cX), 2)+Math.pow(Math.abs(aY-cY), 2));   
				   	   
					   triangleCordinates[0][0] = aX;	//A点X坐标
					   triangleCordinates[0][1] = bX;	//B点X坐标
					   triangleCordinates[0][2] = cX;	//C点X坐标
					   triangleCordinates[1][0] = aY;	//A点Y坐标
					   triangleCordinates[1][1] = bY;	//B点Y坐标
					   triangleCordinates[1][2] = cY;	//C点Y坐标

				   if (abL+bcL>acL && abL+acL>bcL && bcL+acL>abL)	//三角形判定法则:任意两边之和大于第三边
					   triangleFound = true;
				   } while (!triangleFound); //如果随机生成的坐标无法构成三角形,则继续随机构造
				   thickness =  5 + rn.nextInt(6);
				   g2d.setStroke(new BasicStroke(thickness));  //设置线段的粗细
				   g2d.draw(new GeneralPath(new Polygon(triangleCordinates[0],triangleCordinates[1],3)));	//绘制三角形
				   break;
			   case 6: //随机同心圆
				   int circles = 1 + rn.nextInt(5); //最多输出6个同心圆
				   thickness =  2 + rn.nextInt(3);
				   g2d.setStroke(new BasicStroke(thickness));  //设置线段的粗细
				   rRadius = Math.min(Math.max(10+rn.nextInt(width/8), 10), 
						   Math.max(10+rn.nextInt(height/8),10));
				   for (int cnt =0; cnt < circles; cnt++) {
						   g2d.draw(new Ellipse2D.Double(rStartX-(cnt+1)*rRadius,
								   rStartY-(cnt+1)*rRadius, 
								   2*rRadius*cnt,  2*rRadius*cnt));
				   }
				   break;
			   case 7: //随机字符串
				   String[] texts = {"Life is limited, but art is long!","生命有限,艺术永恒!","吾生也有涯,而知也无涯"};
				   int xCordinate;
				   int yCordinate;
				   String[] fontFamilyNames = {"Serif","SansSerif", "宋体","黑体"};
				   int fontNameNum;
				   int fontStyleNum;
				   int fontSize;
				   int textNum;
				   xCordinate = rn.nextInt(width);
				   yCordinate = rn.nextInt(height);
				   fontNameNum = rn.nextInt(fontFamilyNames.length);	//随机设置字体类型
				   fontStyleNum = rn.nextInt(3);	//随机设置字体风格(FONT.PLAIN, FONT.BOLD, FONT.ITALIC)
				   fontSize = 10+rn.nextInt(36);	//随机设置字体大小
				   textNum = rn.nextInt(texts.length);	//随机设置要绘制的字符串
				   g2d.setFont(new Font(fontFamilyNames[fontNameNum],
						   fontStyleNum,fontSize));
				   g2d.drawString(texts[textNum],xCordinate,yCordinate);
				   break;
			   case 8: //随机立方体
				   int length = width/6; //边长随窗体尺寸增大而增大
				   
				   int aX = rn.nextInt(width/2);
				   int aY = rn.nextInt(height/2);
				   //定义一个正方体
				   int cubeCordinates[][] =  new int[2][7]; //保存正方体的7个点(另一点作图时用不到)
				   cubeCordinates[0][0] = aX;	//A点X坐标
				   cubeCordinates[0][1] = aX + length;	//B点X坐标
				   cubeCordinates[0][2] = aX + length;	//C点X坐标
				   cubeCordinates[0][3] = aX;	//D点X坐标
				   cubeCordinates[0][4] = (int) (aX + 1.5*length);	//E点X坐标
				   cubeCordinates[0][5] = (int) (aX + 0.5*length);	//F点X坐标
				   cubeCordinates[0][6] = (int) (aX + 1.5*length);	//G点X坐标
				   cubeCordinates[1][0] = aY;	//A点Y坐标
				   cubeCordinates[1][1] = aY;	//B点Y坐标
				   cubeCordinates[1][2] = aY + length;	//C点Y坐标
				   cubeCordinates[1][3] = aY + length;	//D点Y坐标
				   cubeCordinates[1][4] = (int) (aY - 0.3 * length);	//E点X坐标
				   cubeCordinates[1][5] = (int) (aY - 0.3 * length);	//F点X坐标
				   cubeCordinates[1][6] = (int) (aY + 0.7 * length);	//G点X坐标
				   
				   int cubeSquareCordinates[][][] =  new int[3][2][4]; //保存正方体的7个点构成的三个面,用于绘制该正方体
				   //正面由ABCD四个点构成
				   for (int m=0; m<2; m++)
					   for (int j=0; j<4; j++) {
						   cubeSquareCordinates[0][m][m] = cubeCordinates[m][j]; 	//A点X坐标
					   }
				   cubeSquareCordinates[0][0][0] = cubeCordinates[0][0]; 	//A点X坐标
				   cubeSquareCordinates[0][0][1] = cubeCordinates[0][1];	//B点X坐标
				   cubeSquareCordinates[0][0][2] = cubeCordinates[0][2];	//C点X坐标
				   cubeSquareCordinates[0][0][3] = cubeCordinates[0][3];	//D点X坐标
				   cubeSquareCordinates[0][1][0] = cubeCordinates[1][0]; 	//A点Y坐标
				   cubeSquareCordinates[0][1][1] = cubeCordinates[1][1];	//B点Y坐标
				   cubeSquareCordinates[0][1][2] = cubeCordinates[1][2];	//C点Y坐标
				   cubeSquareCordinates[0][1][3] = cubeCordinates[1][3];	//D点Y坐标
				   
				   //右侧面由BCGE四个点构成
				   cubeSquareCordinates[1][0][0] = cubeCordinates[0][1]; 	//B点X坐标
				   cubeSquareCordinates[1][0][1] = cubeCordinates[0][2];	//C点X坐标
				   cubeSquareCordinates[1][0][2] = cubeCordinates[0][6];	//G点X坐标
				   cubeSquareCordinates[1][0][3] = cubeCordinates[0][4];	//E点X坐标
				   cubeSquareCordinates[1][1][0] = cubeCordinates[1][1]; 	//B点Y坐标
				   cubeSquareCordinates[1][1][1] = cubeCordinates[1][2];	//C点Y坐标
				   cubeSquareCordinates[1][1][2] = cubeCordinates[1][6];	//G点Y坐标
				   cubeSquareCordinates[1][1][3] = cubeCordinates[1][4];	//E点Y坐标
				   
				   
				   //上面由ABEF四个点构成
				   cubeSquareCordinates[2][0][0] = cubeCordinates[0][0]; 	//A点X坐标
				   cubeSquareCordinates[2][0][1] = cubeCordinates[0][1];	//B点X坐标
				   cubeSquareCordinates[2][0][2] = cubeCordinates[0][4];	//E点X坐标
				   cubeSquareCordinates[2][0][3] = cubeCordinates[0][5];	//F点X坐标
				   cubeSquareCordinates[2][1][0] = cubeCordinates[1][0]; 	//A点Y坐标
				   cubeSquareCordinates[2][1][1] = cubeCordinates[1][1];	//B点Y坐标
				   cubeSquareCordinates[2][1][2] = cubeCordinates[1][4];	//E点Y坐标
				   cubeSquareCordinates[2][1][3] = cubeCordinates[1][5];	//F点Y坐标
				   //绘制该正方体
				   for (int k = 2; k >= 0;k--){
					   //Color represented in RGB mode
					   g2d.setColor(rColor1);
					   thickness =  3 + rn.nextInt(5);
					   g2d.setStroke(new BasicStroke(thickness));  //设置线段的粗细
					   g2d.draw(new GeneralPath(new Polygon(cubeSquareCordinates[k][0],cubeSquareCordinates[k][1],4)));

					   }	   
				   break;
			   case 9:	//随机四面体
				   
				   triangleFound = false;
				   //保存随机生成的四面体的四个点的坐标(X坐标保存在第一行,Y坐标保存在第二行)
				   triangleCordinates = new int[2][4];	
				   //保存四面体的四个表面三角形的三个点的坐标(四面体编号为第一维)
				   int[][][] tetrahedronCordinates = new int[4][2][3];
				   
				   do {
					   aX = 1+rn.nextInt(width/2);
					   aY = 1+rn.nextInt(height/2);
					   int bX = 1+rn.nextInt(width/2);
					   int bY = 1+rn.nextInt(height/2);
					   int cX = 1+rn.nextInt(width/2);
					   int cY = 1+rn.nextInt(height/2);
					   //前三个点确定后,将第一个点的位置随机移动,生成第四个点(四个点互不重合)
					   int margin = 10; //边距,防止图形太靠边
					   int dX = Math.min(aX+1+rn.nextInt(width/2), width/2-margin);  
					   int dY = Math.min(aY+1+rn.nextInt(height/2), height/2-margin);
					   
					   double abL = Math.sqrt(Math.pow(Math.abs(aX-bX), 2)+Math.pow(Math.abs(aY-bY), 2));
					   double bcL = Math.sqrt(Math.pow(Math.abs(bX-cX), 2)+Math.pow(Math.abs(bY-cY), 2));
					   double acL = Math.sqrt(Math.pow(Math.abs(aX-cX), 2)+Math.pow(Math.abs(aY-cY), 2));   
				   	   
					   triangleCordinates[0][0] = aX;	//A点X坐标
					   triangleCordinates[0][1] = bX;	//B点X坐标
					   triangleCordinates[0][2] = cX;	//C点X坐标
					   triangleCordinates[0][3] = dX;	//D点X坐标
					   triangleCordinates[1][0] = aY;	//A点Y坐标
					   triangleCordinates[1][1] = bY;	//B点Y坐标
					   triangleCordinates[1][2] = cY;	//C点Y坐标
					   triangleCordinates[1][3] = dY;	//D点Y坐标

				   if (abL+bcL>acL && abL+acL>bcL && bcL+acL>abL)	//三角形判定法则:任意两边之和大于第三边
					   triangleFound = true;
				   } while (!triangleFound); //如果随机生成的坐标无法构成三角形,则继续随机构造
				   
				   for (int k =0; k<4; k++) { //k表示四个表面三角形的编号,即0-3
					   for (int m =0; m<2; m++) { //m表示四个顶点的坐标类型(X坐标或Y坐标),0为X坐标簇,1为Y坐标簇
						   for (int j = 0; j<3; j++) {	
							/*j表示四个顶点的具体坐标类型对应的坐标值,如k=0,m=0,j=0表示A点X坐标
							以下公式基于演算纸上的立体几何分析结果,使用三重循环完成了四个表面三角形的各顶点坐标的赋值。
							避免了硬编码,是本程序的灵魂所在!*/
							   tetrahedronCordinates[k][m][j] = triangleCordinates[m][(j+k)%4];}}}			  

				   for (int k =0; k<4; k++) { 	//依次绘制四个三角形,表达四面体	
					   //Color represented in RGB mode
					   rR = rn.nextInt(256);
					   rG = rn.nextInt(256);
					   rB = rn.nextInt(256);
					   rColor1=new Color(rR, rG, rB);
					   g2d.setColor(rColor1);	//随机设置颜色
					   g2d.fill(new GeneralPath(new Polygon(tetrahedronCordinates[k][0],tetrahedronCordinates[k][1],3)));
				   }	
			   }
			  }

	}
	
	public ScreenSaverRandomShapesJPanel(int elements) {
		Timer timer = new Timer(1000, this);
		timer.start(); 
		this.elements= elements; //初始化要显示的元素个数

	}

	@Override
	public void actionPerformed(ActionEvent e) {
		repaint();
	}
	
	public void drawTriangle() {
		
	}
	public int getElements() {
		return this.elements;
	}
	
	public void setElements(int elements) {
		this.elements = elements;
	}
	
	
} 

2. 测试类 

import java.awt.BorderLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.JTextField;



public class DisplayScreenSaverRandomShapes {

	 // create a new frame to hold the panel
	private static JFrame application = new JFrame();
	
	
	public static void main(String[] args)
	{
	 // create a panel that contains our drawing
	 final int ELEMENTS = 20;
	 ScreenSaverRandomShapesJPanel panel = new ScreenSaverRandomShapesJPanel(ELEMENTS);
	 JTextField linesJTextField = new JTextField(String.valueOf(ELEMENTS),20);	//可输入要显示得随机图形数
	 linesJTextField.addActionListener(new ActionListener() {	//监听文本框,设置要显示的图形元素的数量
		@Override
		public void actionPerformed(ActionEvent e) {
			panel.setElements(Integer.parseInt(linesJTextField.getText()));
		 }
	  });


	 application.setTitle("使用随机图形作为屏保程序");
	 
	 // set the frame to exit when it is closed
	 application.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
	 application.add(linesJTextField,BorderLayout.SOUTH);	
	 application.add(panel,BorderLayout.CENTER); // add the panel to the frame
	 application.setSize(460, 360); // set the size of the frame
	 application.setVisible(true); // make the frame visible    
	 
	 
	} 
	
	}
	

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