首页 > 解决方案 > 我怎样才能让我的“敌人”追逐“目标”-Java

问题描述

我一直在尝试编写一个朋友给我的一个半构建的简单 java 游戏(我想尝试学习编码,所以他在编程课的第一年给了我这个旧作业)。他告诉我尝试使用他给我的 2 个类,一个主类和一个子类来构建一个游戏。

到目前为止,我已经按预期完成了所有工作,除了找到一种方法让我的敌人班级无论其位置如何都朝着目标前进。如果我完美地设置它,我可以让它始终朝着目标的固定方向移动,但我希望无论如何都能找到目标的位置并朝着它前进。

代码需要写在peformAction方法下Enemy

如果有人愿意解释我该如何解决这个问题,那将是非常合适的,或者即使您可以将我链接到另一篇解释如何做我想做的事情的帖子。

先感谢您。

GameManager(主)类:

import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import java.util.Random;
import javax.swing.JFrame;

public class GameManager extends JFrame implements KeyListener {
    private int canvasWidth;
    private int canvasHeight;
    private int borderLeft;
    private int borderTop;
    private BufferedImage canvas;
    private Stage stage;
    private Enemy[] enemies;
    private Player player;
    private Goal goal;
    private Graphics gameGraphics;
    private Graphics canvasGraphics;
    private int numEnemies;
    private boolean continueGame;

    public static void main(String[] args) {
        // During development, you can adjust the values provided in the brackets below
        // as needed. However, your code must work with different/valid combinations
        // of values.
        GameManager managerObj = new GameManager(1920, 1280, 30);
    }

    public GameManager(int preferredWidth, int preferredHeight, int maxEnemies) {
        this.borderLeft = getInsets().left;
        this.borderTop = getInsets().top;
        Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
        if (screenSize.width < preferredWidth)
            this.canvasWidth = screenSize.width - getInsets().left - getInsets().right;
        else
            this.canvasWidth = preferredWidth - getInsets().left - getInsets().right;
        if (screenSize.height < preferredHeight)
            this.canvasHeight = screenSize.height - getInsets().top - getInsets().bottom;
        else
            this.canvasHeight = preferredHeight - getInsets().top - getInsets().bottom;
        setSize(this.canvasWidth, this.canvasHeight);
        setResizable(false);
        setDefaultCloseOperation(EXIT_ON_CLOSE);
        setVisible(true);
        addKeyListener(this);
        Random rng = new Random(2);
        this.canvas = new BufferedImage(this.canvasWidth, this.canvasHeight, BufferedImage.TYPE_INT_RGB);
        // Create a Stage object to hold the background images
        this.stage = new Stage();
        // Create a Goal object with its initial x and y coordinates
        this.goal = new Goal(this.canvasWidth / 2, Math.abs(rng.nextInt()) % this.canvasHeight);
        // Create a Player object with its initial x and y coordinates
        this.player = new Player(this.canvasWidth - (Math.abs(rng.nextInt()) %  (this.canvasWidth / 2)),
            (Math.abs(rng.nextInt()) % this.canvasHeight));
        // Create the Enemy objects, each with a reference to this (GameManager) object
        // and their initial x and y coordinates.
        this.numEnemies = maxEnemies;
        this.enemies = new Enemy[this.numEnemies];
        for (int i = 0; i < this.numEnemies; i++) {
            this.enemies[i] = new Enemy(this, Math.abs(rng.nextInt()) % (this.canvasWidth / 4),
            Math.abs(rng.nextInt()) % this.canvasHeight);
        }
        this.gameGraphics = getGraphics();
        this.canvasGraphics = this.canvas.getGraphics();
        this.continueGame = true;
        while (this.continueGame) {
            updateCanvas();
        }
        this.stage.setGameOverBackground();
        updateCanvas();
    }

    public void updateCanvas() {
        long start = System.nanoTime();
        // If the player is alive, this should move the player in the direction of the
        // key that has been pressed
        // Note: See keyPressed and keyReleased methods in the GameManager class.
        this.player.performAction();
        // If the enemy is alive, the enemy must move towards the goal. The goal object
        // is obtained
        // via the GameManager object that is given at the time of creating an Enemy
        // object.
        // Note: The amount that the enemy moves by must be much smaller than that of
        // the player above
        // or else the game becomes too hard to play.
        for (int i = 0; i < this.numEnemies; i++) {
            this.enemies[i].performAction();
        }
        if ((Math.abs(this.goal.getX() - this.player.getX()) < (this.goal.getCurrentImage().getWidth() / 2))
            && (Math.abs(this.goal.getY() - this.player.getY()) < (this.goal.getCurrentImage().getWidth() / 2))) {
            for (int i = 0; i < this.numEnemies; i++) {
                // Sets the image of the enemy to the "dead" image and sets its status to
                // indicate dead
                this.enemies[i].die();
            }
            // Sets the image of the enemy to the "dead" image and sets its status to
            // indicate dead
            this.goal.die();
            // Sets the background of the stage to the finished game background.
            this.stage.setGameOverBackground();
            this.continueGame=false;
        }
        // If an enemy is close to the goal, the player and goal die
        int j=0;
        while(j<this.numEnemies) {
            if ((Math.abs(this.goal.getX() - this.enemies[j].getX()) < (this.goal.getCurrentImage().getWidth() / 2))
                && (Math.abs(this.goal.getY() - this.enemies[j].getY()) < (this.goal.getCurrentImage().getWidth()/ 2))) {
                this.player.die();
                this.goal.die();
                this.stage.setGameOverBackground();
                j=this.numEnemies;
                this.continueGame=false;
            }
            j++;
        }
        try {
            // Draw stage
            this.canvasGraphics.drawImage(stage.getCurrentImage(), 0, 0, null);
            // Draw player
            this.canvasGraphics.drawImage(player.getCurrentImage(),
            this.player.getX() - (this.player.getCurrentImage().getWidth() / 2),
            this.player.getY() - (this.player.getCurrentImage().getHeight() / 2), null);
            // Draw enemies
            for (int i = 0; i < this.numEnemies; i++) {
                this.canvasGraphics.drawImage(this.enemies[i].getCurrentImage(),
                this.enemies[i].getX() - (this.enemies[i].getCurrentImage().getWidth() / 2),
                this.enemies[i].getY() - (this.enemies[i].getCurrentImage().getHeight() / 2), null);
            }
            // Draw goal
            this.canvasGraphics.drawImage(this.goal.getCurrentImage(),
                this.goal.getX() - (this.goal.getCurrentImage().getWidth() / 2),
                this.goal.getY() - (this.goal.getCurrentImage().getHeight() / 2), null);
        } catch (Exception e) {
            System.err.println(e.getMessage());
        }
        // Draw everything.
        this.gameGraphics.drawImage(this.canvas, this.borderLeft, this.borderTop, this);
        long end = System.nanoTime();
        this.gameGraphics.drawString("FPS: " + String.format("%2d", (int) (1000000000.0 / (end - start))),
            this.borderLeft + 50, this.borderTop + 50);
    }

    public Goal getGoal() {
        return this.goal;
    }

    public void keyPressed(KeyEvent ke) {
        // Below, the setKey method is used to tell the Player object which key is
        // currently pressed.
        // The Player object must keep track of the pressed key and use it for
        // determining the direction
        // to move.
        if (ke.getKeyCode() == KeyEvent.VK_LEFT)
            this.player.setKey('L', true);
        if (ke.getKeyCode() == KeyEvent.VK_RIGHT)
            this.player.setKey('R', true);
        if (ke.getKeyCode() == KeyEvent.VK_UP)
            this.player.setKey('U', true);
        if (ke.getKeyCode() == KeyEvent.VK_DOWN)
            this.player.setKey('D', true);
        if (ke.getKeyCode() == KeyEvent.VK_ESCAPE)
            this.continueGame = false;
    }

    @Override
    public void keyReleased(KeyEvent ke) {
        // Below, the setKey method is used to tell the Player object which key is
        // currently released.
        // The Player object must keep track of the pressed key and use it for
        // determining the direction
        // to move.
        if (ke.getKeyCode() == KeyEvent.VK_LEFT)
            this.player.setKey('L', false);
        if (ke.getKeyCode() == KeyEvent.VK_RIGHT)
            this.player.setKey('R', false);
        if (ke.getKeyCode() == KeyEvent.VK_UP)
            this.player.setKey('U', false);
        if (ke.getKeyCode() == KeyEvent.VK_DOWN)
            this.player.setKey('D', false);
    }

    @Override
    public void keyTyped(KeyEvent ke) {
    }
}

我的敌人(子)类:

import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;

public class Enemy {
    //variables 
    private BufferedImage imageRunning;
    private BufferedImage imageOver;
    private BufferedImage imageCurrent;
    int valX = 200;
    int valY = 200;

    public Enemy (GameManager gameManager, int x, int y) {
        try {
            this.imageRunning = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/enemy-alive.png"));
            this.imageOver = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/enemy-dead.png"));
        } catch (IOException e) {
            e.printStackTrace();
        }
        this.imageCurrent = this.imageRunning;
    }

    public BufferedImage getCurrentImage() {
        return this.imageCurrent;
    }


    public void performAction() {
        valX += 1;
        valY += 1;
        return;

    }

    public void die() {
        // TODO Auto-generated method stub
        this.imageCurrent = this.imageOver;
    }

    public int getX() {
        // TODO Auto-generated method stub
        return this.valX;
    }

    public int getY() {
        // TODO Auto-generated method stub
        return this.valY;
}


}

我的目标(子)类:

import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;

public class Goal {
    private BufferedImage imageRunning;
    private BufferedImage imageOver;
    private BufferedImage imageCurrent;
    int posX = 500;
    int poxY = 500;

    public Goal(int x, int y) {
        try {
            this.imageRunning = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/goal-alive.png"));
            this.imageOver = ImageIO.read(new File("C:/Users/HUS/Desktop/Assigment222/images/goal-dead.png"));
        } catch (IOException e) {
            e.printStackTrace();
        }
        this.imageCurrent = this.imageRunning;
    }

    public BufferedImage getCurrentImage() {
        return this.imageCurrent;
    }


    public int getX() {

        return this.posX;
    }

    public int getY() {

        return this.poxY;
    }

    public void die() {
        this.imageCurrent = this.imageOver;
    }


}

标签: javapositionactionmove

解决方案


如果您只想将修改限制为 performAction 方法,则使用当前代码是不可能的。

1)敌人无法访问(看到)目标的坐标。这意味着代码无法找出通往目标的路,因为它没有目的地所在位置的 X 和 Y。2) 要解决这个问题,您需要 Enemy 能够看到目标的 X 和 Y。最快的方法是在 GameManager 类中使用getter 和 setter来返回存储的Goal对象。然后你可以修改你的 Enemy构造函数来存储对创建它的 GameManager 的引用。

游戏管理器:

public Goal getGoal() {
    return goal;
}

敌人:

 private GameManager gameManager;

 public Enemy (GameManager gameManager, int x, int y) {
        ...
        this.gameManager = gameManager;
 }

最后一步是从存储的 gameManager 中获取 Goal 对象,并使用它的 X 和 Y 执行一些逻辑(这将在 performAction 方法中执行):

int goalX = gameManager.getGoal().getX();
int goalY = gameManager.getGoal().getY();

...some logic to calculate the direction here...

我相信你会知道如何处理这些数字并弄清楚如何从那里朝着目标前进。

@Edit 如果不是 -一种方法是比较Enemy 和 Goal 的 Xs 和 Ys,然后相应地增加/减少valX 和/或 valY 。


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