java - 如何确保玩家不会穿过墙壁
问题描述
我正在编写我的第一个真正的 2D 游戏(吃豆人)。我认为游戏看起来不错,但我有一个大问题 - 碰撞。对象仍在穿墙。我被它困住了,所以我决定向有丰富经验的真正程序员寻求帮助。(当然我做了一些研究,但我不想做COPY和Paste之类的事情,因为我不明白)。正如我所说,游戏快结束了,我需要做的就是阻止吃豆人通过。例如,我将大的白色矩形绘制为平台。我希望有人能够帮助我。在整个项目中,我学到了很多东西,碰撞是我理解的东西,但不知道如何正确编程。我想我已经很接近了,但是缺少一些东西。
PS:我已经在中创建了窗口WindowBuilder
,所以编译可能是一个问题:(
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.border.EmptyBorder;
public class Main extends JFrame implements ActionListener{
JPanel contentPane;
Rectangle packman ;
Rectangle platform;
Rectangle secondPlat;
private int count = 0;
private int x = 170, y = 50;
private int xVel = 1, yVel = 1;
Timer timer;
public static void main(String[] args) {
// TODO Auto-generated method stub
Main frame = new Main();
frame.setVisible(true);
}
public Main() {
// TODO Auto-generated constructor stub
this.setSize(500,500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
contentPane = new JPanel();
contentPane.setBorder(new EmptyBorder(5, 5, 5, 5));
setContentPane(contentPane);
getContentPane().setBackground(Color.gray);
packman = new Rectangle(x,y,50,50);
platform = new Rectangle(100,70,50,100);
secondPlat = new Rectangle(220,50,50,100);
timer = new Timer(0,this);
timer.start();
this.addKeyListener(new KeyListener() {
@Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
@Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
switch(e.getKeyCode()) {
case 37: //doleva
count = 1;
repaint();
break;
case 38: //nahorů
count = 2;
repaint();
break;
case 39://doprava
count = 3;
repaint();
break;
case 40://dolů
count =4;
repaint();
break;
}
}
@Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
System.out.println("Char" + e.getKeyCode());
System.out.println("Hod" + e.getKeyCode());
}
});
}
@Override
public void paint(Graphics g) {
// TODO Auto-generated method stub
super.paint(g);
g.drawRect(x,y,packman.width,packman.height);
g.setColor(Color.blue);
g.fillRect(x,y,packman.width,packman.height);
g.drawRect(platform.x,platform.y,platform.width,platform.height);
g.setColor(Color.blue);
g.drawRect(secondPlat.x,secondPlat.y,secondPlat.width,secondPlat.height);
g.setColor(Color.blue);
}
@Override
public void actionPerformed(ActionEvent arg0) {
// TODO Auto-generated method stub
if (count == 1) {
x = x - xVel;
repaint();
zkontrolujKolizi();
}
if (count ==2) {
y = y - yVel;
repaint();
zkontrolujKolizi();
}
if (count ==3) {
x = x + xVel;
repaint();
zkontrolujKolizi();
}
if (count ==4) {
y = y+yVel;
repaint();
zkontrolujKolizi();
}
}
public void zkontrolujKolizi() {
// TODO Auto-generated method stub
if (packman.intersects(platform) || packman.intersects(secondPlat)) {
System.out.println("Got ya!");
}
}
}
解决方案
在您的代码中,您更新 x 和 y,但这不是在始终位于其初始位置的“packman”对象中完成的;因此,当您检查与墙壁的交叉点时,packman 始终位于 (170,50);我更改了动画方法以反映 packman 和paint 方法的变化,以便您使用更新后的 packman 坐标。
动画:
@Override
public void actionPerformed(ActionEvent arg0) {
// TODO Auto-generated method stub
if (count == 1) {
packman.x = packman.x - xVel;
repaint();
zkontrolujKolizi();
}
if (count ==2) {
packman.y = packman.y - yVel;
repaint();
zkontrolujKolizi();
}
if (count ==3) {
packman.x = packman.x + xVel;
repaint();
zkontrolujKolizi();
}
if (count ==4) {
packman.y = packman.y+yVel;
repaint();
zkontrolujKolizi();
}
}
画:
@Override
public void paint(Graphics g) {
// TODO Auto-generated method stub
super.paint(g);
g.drawRect(packman.x,packman.y,packman.width,packman.height);
g.setColor(Color.blue);
g.fillRect(packman.x,packman.y,packman.width,packman.height);
g.drawRect(platform.x,platform.y,platform.width,platform.height);
g.setColor(Color.blue);
g.drawRect(secondPlat.x,secondPlat.y,secondPlat.width,secondPlat.height);
g.setColor(Color.blue);
}
当然,代码中还有很多需要重构的地方,但这就是没有检测到冲突的原因。
为了避免穿过墙壁,计算新位置,检查碰撞,如果为真,回滚位置变化:
@Override
public void actionPerformed(ActionEvent arg0) {
int rollbackX=packman.x;
int rollbackY=packman.y;
switch (count) {
case 1:
packman.x = packman.x - xVel;
break;
case 2:
packman.y = packman.y - yVel;
break;
case 3:
packman.x = packman.x + xVel;
break;
case 4:
packman.y = packman.y+yVel;
break;
}
//Collision found, rollback
if (zkontrolujKolizi()) {
packman.x=rollbackX;
packman.y=rollbackY;
} else {
repaint();
}
}
public boolean zkontrolujKolizi() {
return packman.intersects(platform) || packman.intersects(secondPlat);
}
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