对不起伙计们,我不知道标题是否是解释它的最佳方式。我正在使用libgdx在java中创建pacman克隆。我已经在瓷砖上渲染了地图并进行了碰撞检测。唯一的问题是,pacman无论如何都会继续前进。当他向右走,你按下或向上按下时,他就会停下来。我尝试了很多不同的东西,似乎无法让它正常工作。
这是我的pacman播放器类
package com.psillidev.pacman1;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.Rectangle;
public class player {
private static int height = 16;
private static int width = 16;
private int playerX , playerY;
private int direction;
private Texture playerTexture;
private boolean isAlive;
public player(int startX,int startY) {
playerTexture = new Texture(Gdx.files.internal("data/pacman.png"));
playerX = startX;
playerY = startY;
}
public void move(Map map) {
if (direction == 0) {
if (isNoTile(map,direction,getX(),getY())) {
setY(getY() + (int)(Gdx.graphics.getDeltaTime() + 2));
}
}
if (direction ==1) {
if (isNoTile(map,direction,getX(),getY())) {
setX(getX() + (int)(Gdx.graphics.getDeltaTime() + 2));
}
}
if (direction ==2) {
if (isNoTile(map,direction,getX(),getY())) {
setY(getY() - (int)(Gdx.graphics.getDeltaTime() + 2));
}
}
if (direction ==3) {
if (isNoTile(map,direction,getX(),getY())) {
setX(getX() - (int)(Gdx.graphics.getDeltaTime() + 2));
}
}
}
private boolean isNoTile(Map map, int dir, int translated_x, int translated_y) {
System.out.println("X: " + translated_x + " Y: " + translated_y);
for (Rectangle r : map.getBlockedTiles()) {
switch (dir) {
case 0:
Rectangle up = new Rectangle(translated_x,translated_y + 2 , 16, 16);
if (up.overlaps(r)) {
return false;
}
break;
case 1:
Rectangle right = new Rectangle(translated_x+2,translated_y, 16, 16);
if (right.overlaps(r)) {
return false;
}
break;
case 2:
Rectangle down = new Rectangle(translated_x,translated_y - 2, 16, 16);
if (down.overlaps(r)) {
return false;
}
break;
case 3:
Rectangle left = new Rectangle(translated_x-2,translated_y, 16, 16);
if (left.overlaps(r)) {
return false;
}
break;
default:
break;
}
}
return true;
}
public void render(SpriteBatch batch) {
batch.draw(playerTexture, playerX, playerY);
}
public int getX() {
return playerX;
}
public void setX(int x) {
playerX = x;
}
public int getY() {
return playerY;
}
public void setY(int y) {
playerY = y;
}
public int getDirection() {
return direction;
}
public void setDirection(int dir) {
direction = dir;
}
public Rectangle getRect() {
return new Rectangle(playerX,playerY,width,height);
}
}
答案 0 :(得分:1)
我无法回答您提供的代码,但我的建议是您需要对KeyListener
课程进行调整。我假设你有KeyListener
正在监听用户按箭头键。按下某个键时,您是否正在执行Pacman.setDirection()
?
您实际需要做的是在调用setDirection()
之前检测方向是否有效。所以KeyListener
的代码就是这样......
setDirection()
。如果没有,请不要拨打任何电话,Pacman将继续朝当前方向发展。答案 1 :(得分:0)
这真的不应该由玩家自己处理,但可能由运动经理处理,这样可以更容易地测试/扩展游戏。在你的代码中,你只允许他按照输入决定的方向移动到空白区域,所以如果你向右走,如果UP是一堵墙,则无论右边是什么,他都会自动停止移动。
你可以做的是输入:如果要求向上移动,检查向上是否为空,然后向上移动,如果向上不是空的,则继续沿着他之前移动的方向移动。其他方向相同。
答案 2 :(得分:0)
您的setDirection方法不正确,需要
public void setDirection(int dir) {
// only change direction if we can.
if (isValidDirection(dir)){
direction = dir;
}
}