java - 试图将开放处理代码转换成 pj.5s
问题描述
我不知道如何将其更改为 p5.js。只是尝试进行转换。请帮我让这个代码在 p5.js 中工作。
我知道这是旧代码,p5.js 有不同的规则。也许阵列不工作。我没有任何线索。
Myself myself;
ArrayList<Enemy> enemies;
`enter code here`ArrayList<Enemy> enemies;
ArrayList<Bullet> myBullets;
ArrayList<Bullet> eneBullets;
void setup(){
size(640, 640);
rectMode(CENTER);
myself = new Myself();
enemies = new ArrayList<Enemy>();
myBullets = new ArrayList<Bullet>();
eneBullets = new ArrayList<Bullet>();
}
void draw(){
background(0);
myself.display();
for(Enemy enemy: enemies){
enemy.display();
}
for(Bullet bullet: myBullets){
bullet.display();
}
for(Bullet bullet: eneBullets){
bullet.display();
}
myself.update();
ArrayList<Enemy> nextEnemies = new ArrayList<Enemy>();
for(Enemy enemy: enemies){
enemy.update();
if(!enemy.isDead){
nextEnemies.add(enemy);
}
}
enemies = nextEnemies;
ArrayList<Bullet> nextMyBullets = new ArrayList<Bullet>();
for(Bullet bullet: myBullets){
bullet.update();
if(!bullet.isDead){
nextMyBullets.add(bullet);
}
}
myBullets = nextMyBullets;
ArrayList<Bullet> nextEneBullets = new ArrayList<Bullet>();
for(Bullet bullet: eneBullets){
bullet.update();
if(!bullet.isDead){
nextEneBullets.add(bullet);
}
}
eneBullets = nextEneBullets;
if(random(1) < 0.02){
enemies.add(new Enemy());
}
}
class Myself{
PVector loc;
float size;
int coolingTime;
boolean isDead;
Myself(){
size = 25;
loc = new PVector(width / 2, height - size / 2 - 10);
coolingTime = 0;
isDead = false;
}
void display(){
if(isDead){
fill(255, 255, 0);
stroke(0, 255, 0);
} else {
noFill();
stroke(0, 255, 0);
}
rect(loc.x, loc.y, size, size);
}
void update(){
isDead = false;
float dmx = mouseX - loc.x;
dmx = constrain(dmx, -5, 5);
loc.x += dmx;
coolingTime++;
if(mousePressed && coolingTime >= 10){
myBullets.add(new Bullet());
coolingTime = 0;
}
for(Bullet b: eneBullets){
if((loc.x - size / 2 <= b.loc.x && b.loc.x <= loc.x + size / 2)
&& (loc.y - size / 2 <= b.loc.y && b.loc.y <= loc.y + size / 2)){
isDead = true;
b.isDead = true;
break;
}
}
for(Enemy e: enemies){
if(abs(loc.x - e.loc.x) < size / 2 + e.size / 2 && abs(loc.y - e.loc.y) < size / 2 + e.size / 2){
isDead = true;
e.isDead = true;
break;
}
}
}
}
class Bullet{
PVector loc;
float vel;
boolean isMine;
boolean isDead;
Bullet(){
loc = new PVector(myself.loc.x, myself.loc.y);
vel = -10;
isMine = true;
}
Bullet(Enemy enemy){
loc = new PVector(enemy.loc.x, enemy.loc.y);
vel = 5;
isMine = false;
}
void display(){
if(isMine){
stroke(0, 255, 0);
} else {
stroke(255, 0, 0);
}
line(loc.x, loc.y, loc.x, loc.y + vel);
}
void update(){
loc.y += vel;
if((vel > 0 && loc.y > height) || (vel < 0 && loc.y < 0)){
isDead = true;
}
}
}
class Enemy{
PVector loc;
float vel;
float size;
int coolingTime;
boolean isDead;
Enemy(){
size = 25;
loc = new PVector(random(size / 2, width - size / 2), -size / 2);
vel = 3;
coolingTime = int(random(60));
isDead = false;
}
void display(){
noFill();
stroke(255, 0, 0);
rect(loc.x, loc.y, size, size);
}
void update(){
loc.y += vel;
if(loc.y > height){
isDead = true;
}
coolingTime++;
if(coolingTime >= 60){
eneBullets.add(new Bullet(this));
coolingTime = 0;
}
for(Bullet b: myBullets){
if((loc.x - size / 2 <= b.loc.x && b.loc.x <= loc.x + size / 2)
&& (loc.y - size / 2 <= b.loc.y && b.loc.y <= loc.y + size / 2)){
isDead = true;
b.isDead = true;
break;
}
}
}
}
如果您能告诉我需要更改或修复哪些部分,那将对我有很大帮助,谢谢。
解决方案
这是你的代码:
class myself{
constructor()
{
this.x = 0;
this.y = height-35;
this.size = 25;
this.health = 25;
this.cooldown = 0;
this.plrBullets = [];
}update(){this.cooldown++;
if (mouseIsPressed && this.cooldown>10)
{
this.cooldown = 0;
this.plrBullets.push(new Bullet(true,this.x,this.y));
}
let nextPlrBullets = [];
for (let i = 0; i<this.plrBullets.length; i++)
{
this.plrBullets[i].update();
if (this.plrBullets[i].alive)
{
nextPlrBullets.push(this.plrBullets[i]);
}
}
this.plrBullets = nextPlrBullets;
this.x += constrain(mouseX - this.x, -10, 10);
for (let i = 0; i<eneBullets.length; i++)
{
let c = eneBullets[i];
if (c.x > this.x && c.x < this.x + 25 && c.y > this.y && c.y < this.y + 25)
{
this.health--;
c.alive = false;
if (this.health<=0)
{
print("you lost")
}
}
}
noFill();
stroke(0,255,0);
rect(this.x,this.y,this.size,this.size);
}
}
class enemy{
constructor()
{
this.x = random(15,width-15);
this.y = random(-100,0);
this.size = 25;
this.cooldown = 0;
this.alive = true;
}
update()
{
this.y+=2.5;
this.cooldown++;
if (this.cooldown>20)
{
this.cooldown = 0;
eneBullets.push(new Bullet(false,this.x,this.y));
}
let nextEneBullets = [];
for (let i = 0; i<eneBullets.length; i++)
{
eneBullets[i].update();
if (eneBullets[i].alive)
{
nextEneBullets.push(eneBullets[i]);
}
}
eneBullets = nextEneBullets;
for (let i = 0; i<my_self.plrBullets.length; i++)
{
let c = my_self.plrBullets[i];
if (c.x > this.x && c.x < this.x + 25 && c.y > this.y && c.y < this.y + 25)
{
this.alive = false
c.alive = false;
}
}
if (this.y>height+35)
{
this.y = random(-100,0);
}
noFill();
stroke(255,0,0);
rect(this.x,this.y,this.size,this.size);
}
}
class Bullet{
constructor(dir,x,y)
{
this.x = x;
this.speed = 5;
this.dir = dir;
this.alive = true;
this.y = y;
}
update()
{
if (this.dir)
{
this.y -= this.speed;
}else{
this.y += this.speed;
}
if (this.y<-20)
{
this.alive = false;
}//this.y = -25;
if(this.dir)
{
stroke(0,255,0);
}else{
stroke(255,0,0);
}
line(this.x,this.y,this.x,this.y+25);
}
}
let my_self;
let eneBullets = [];
let enemies = [];
function setup()
{
createCanvas(640,640);
rectMode(CENTER);
my_self = new myself();
for (let i = 0; i<10; i++)
{
enemies.push(new enemy());
}
}
function draw()
{
background(0);
if(random(1) < 0.02 && enemies.length<15){
enemies.push(new enemy());
}
my_self.update();
let newEnimies = [];
for (let i = 0; i<enemies.length; i++)
{
enemies[i].update();
if (enemies[i].alive)
{
newEnimies.push(enemies[i]);
}
s}
enemies = newEnimies;
if (enemies.length == 0)
{
print("you win");
}
}
抱歉,碰撞有点古怪,但是在将处理转换为 p5 时,这里有一些提示:
1:不使用数组列表,使用带有 push 的数组而不是 add 2:没有数据类型 LET 3:打印不是 println 4:类构造函数被声明为“构造函数”而不是类名 5:在函数声明之前使用“函数”而不是 void 6:pvector 是向量 7:google 是你的朋友 8:p5 文档
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