新建一个Java类,命名为Racer(参赛者),另其继承Thread类(或实现Runnable接口); 3.设计用来描述Racer对象状态的属性,比如参赛者名称、位置、是否完成比赛、速度等,并设计相应的设置和获取方法:4.覆盖run0方法: 5新建一个Java类,命名为Race(比赛),设计用来描比赛的属性,比如赛道长度、参赛者列表、比赛是否结束等,并设计相应的方法,比如开始比赛等,以及一些属性的设置和获取方法: 6.编写一个Application,命名为Game,实现GU界面,并在其main0方法启动龟兔赛跑的一次模拟演示; 7.提示:可覆盖JPanel的paint(Graphics g)方法在其中用fillOval(int x, int y, int width, int height)方法绘制兔子和乌龟的当前位置:两个线程启动时(线程用来根据参赛者的速度,修改其位置),可不断调用JPanel的repaint方法(会先刷新界面,并自动调用paint(Graphics g)方法)。按以下方法写一段龟兔赛跑的码
时间: 2024-03-10 15:45:08 浏览: 14
以下是一个简单的龟兔赛跑的代码示例:
Racer类:
```java
public class Racer implements Runnable {
private String name;
private int position;
private boolean finished;
private int speed;
public Racer(String name, int speed) {
this.name = name;
this.speed = speed;
this.position = 0;
this.finished = false;
}
public String getName() {
return name;
}
public int getPosition() {
return position;
}
public void setPosition(int position) {
this.position = position;
}
public boolean isFinished() {
return finished;
}
public void setFinished(boolean finished) {
this.finished = finished;
}
public int getSpeed() {
return speed;
}
@Override
public void run() {
while (!finished) {
int distance = (int) (Math.random() * speed);
position += distance;
if (position >= 1000) {
position = 1000;
finished = true;
System.out.println(name + " finished the race!");
}
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
```
Race类:
```java
public class Race {
private int trackLength;
private List<Racer> racers;
private boolean finished;
public Race(int trackLength, List<Racer> racers) {
this.trackLength = trackLength;
this.racers = racers;
this.finished = false;
}
public int getTrackLength() {
return trackLength;
}
public List<Racer> getRacers() {
return racers;
}
public boolean isFinished() {
return finished;
}
public void setFinished(boolean finished) {
this.finished = finished;
}
public void start() {
System.out.println("The race begins!");
for (Racer racer : racers) {
new Thread(racer).start();
}
}
}
```
Game类:
```java
import javax.swing.*;
import java.awt.*;
import java.util.ArrayList;
import java.util.List;
public class Game extends JFrame {
private List<Racer> racers;
private JPanel track;
public Game() {
racers = new ArrayList<>();
racers.add(new Racer("Tortoise", 10));
racers.add(new Racer("Hare", 20));
track = new JPanel() {
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Racer racer : racers) {
int position = racer.getPosition();
int x = position / 10;
int y = racer.getName().equals("Tortoise") ? 40 : 80;
g.fillOval(x, y, 20, 20);
}
}
};
track.setPreferredSize(new Dimension(1000, 120));
add(track, BorderLayout.CENTER);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setLocationRelativeTo(null);
setVisible(true);
}
public void startRace() {
Race race = new Race(1000, racers);
race.start();
new Timer(100, e -> {
track.repaint();
if (race.isFinished()) {
((Timer) e.getSource()).stop();
}
}).start();
}
public static void main(String[] args) {
Game game = new Game();
game.startRace();
}
}
```
这个示例使用了Swing框架实现GUI界面,使用JPanel的paintComponent(Graphics g)方法绘制兔子和乌龟的当前位置,使用Timer类实现界面的定时刷新。当比赛结束时,定时器停止。