我有点像这样的菜鸟但是试图创造我自己的马里奥游戏。 它进展顺利,但我需要一个名为distanceTraveled的变量来确定
它根本不可靠,当我按住箭头键数字比我点击它们时更快。
这是我的代码(一切都在右边评论):
frame.java
package EvilMario; //Include this class in the EvilMario game package
import javax.swing.JFrame; //Import the JFrame
public class frame { //Run this class to run the game
public static void main(String[] args) { //The first method called by java
JFrame frame = new JFrame("EvilMario v.1.0.0 by Max Mastalerz"); //Create JFrame called frame
frame.getContentPane().add(new board()); //Go to board class
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //Make frame close on X click
frame.setSize(600,413); //Set the frame size to the size of the background
frame.setVisible(true); //Make the frame visible
frame.setResizable(false); //Make sure the user can't resize the frame
}
}
player.java
package EvilMario; //Include this class in the EvilMario game package
import java.awt.Image;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
public class player {
int x, dx, y, nx, nx2, distanceTraveled; //x coordinate,change in x coordinate,y coordinate,1st rep bg,2nd rep bg,dist traveled
Image player; //The player variable
ImageIcon playerFacingLeft = new ImageIcon("D:/ICS3U1/EvilMario/images/MarioLeft.png"); //Image for player while he is turning left
ImageIcon playerFacingRight = new ImageIcon("D:/ICS3U1/EvilMario/images/MarioRight.png");//Image for player while he is turning right
public player() {
player = playerFacingRight.getImage(); //Give the player the image
x = 75; //The original x position of the player
y = 265; //The original y position of the player
nx = -0; //Repeating background 1
nx2 = -575; //Repeating background 2
distanceTraveled = 0;
}
public void move() {
if(x>0 && x<300) { //If the player is within the moving area
x = x+dx; //The x position is updated to become itself+the amount you moved
nx = nx+dx; //Place the repeating background at regular speed
nx2 = nx2+dx; //Place the repeating background at regular speed
}
if(x==0) { //If the player has reached he very left side of the screen(0px)
x=1; //Move him up a pixel so he can move again
nx = nx+(dx*(int)0.5); //Place the background at a slower speed since Mario stops moving
nx2 = nx2+(dx*(int)0.5); //Place the background at a slower speed since Mario stops moving
}
if(x==300) { //If the player has reached the center of the screen(300px)
x=299; //Move him down a pixel so he can move again
nx = nx+(dx*(int)0.5); //Place the background at a slower speed since Mario stops moving
nx2 = nx2+(dx*(int)0.5); //Place the background at a slower speed since Mario stops moving
}
System.out.println(distanceTraveled);
}
public int getX() { return x; } //This method will return the x. Is used by other classes
public int getY() { return y; } //This method will return the y. Is used by other classes
public Image getImage() { return player; } //This method will return the player. Is used by other classes
public void keyPressed(KeyEvent e) { //Called from the board class, the argument is whatever key was pressed
int key = e.getKeyCode(); //The key originally sent from the board class
if(key == KeyEvent.VK_LEFT) { //If the key sent was LEFT
player = playerFacingLeft.getImage(); //Make the player face leftwards
dx = -1;
distanceTraveled--;
}
if(key == KeyEvent.VK_RIGHT) { //If the key sent was RIGHT
player = playerFacingRight.getImage(); //Make the player face rightwards
dx = 1; //Move right
distanceTraveled++;
}
}
public void keyReleased(KeyEvent e) { //Called from the board class, the argument is whatever key was released
int key = e.getKeyCode(); //The key originally sent from the board class
if(key == KeyEvent.VK_LEFT || key == KeyEvent.VK_RIGHT) //If the left or right key was released
dx = 0; //Stop moving
}
}
board.java
package EvilMario; //Include this class in the EvilMario game package
import java.awt.*; //Imported to allow use of Image
import java.awt.event.*; //Imported to allow use of ActionListener
import javax.swing.*;
public class board extends JPanel implements ActionListener {
player p; //Instance of player class
Image background; //The background variable
Timer time; //A timer
public board() {
p = new player(); //Start running player class
addKeyListener(new AL()); //Listen for keys
setFocusable(true); //Allows movement
ImageIcon i = new ImageIcon("D:/ICS3U1/EvilMario/images/EvilMario_Background.png"); //Image for background
background = i.getImage(); //Give the background the image
time = new Timer(7,this); //Timer set to update "this" class every 5 milliseconds
time.start(); //Actually start the timer
}
public void actionPerformed(ActionEvent e) {
p.move(); //Call the move method from the player class
repaint(); //Repaint
}
public void paint(Graphics g) { //Graphics method
super.paint(g);
Graphics2D g2d = (Graphics2D) g; //casts 2d graphics(or however you would explain it)
g2d.drawImage(background, -p.nx, 0, null); //Draw the background image
g2d.drawImage(background, -p.nx2, 0, null); //Draw the background image
if(-p.nx<-575) //If going forwards
p.nx=-575; //Start placing forwards every 575px in front on the last one
else if(-p.nx>575) //If going backwards
p.nx=575; //Start placing backwards every 575px behind the last one
if(-p.nx2<-575) //If going forwards
p.nx2=-575; //Start placing forwards every 575px in front on the last one
else if(-p.nx2>575) //If going backwards
p.nx2=575; //Start placing backgrounds every 575px behind the last one
g2d.drawImage(p.getImage(), p.getX(), p.getY(), null); //Draw the player at the position he is currently(Coordinate values taken from player class)
}
private class AL extends KeyAdapter { //Action Listener extends key adapter
public void keyPressed(KeyEvent e) { //On key press
p.keyPressed(e); //Send whatever key was pressed TO the keyPressed method in the player class
}
public void keyReleased(KeyEvent e) { //On key release
p.keyReleased(e); //Send whatever key was released TO the keyReleased method in the player class
}
}
}
EvilMario_Background.png
MarioLeft.png
MarioRight.png
同时更改目录 我一直在尝试太多的东西并没有想出任何东西,如果你想到这一点,我将永远感激:)
答案 0 :(得分:2)
而不是尝试计算关键事件处理程序中的距离,而是在move
方法中计算它。这将基于dx
的值大于或小于0
paintComponent
,而不是paint
KeyListener
width
的实际height
和JPanel
属性,而不是&#34;魔法&#34;数字。这里的问题是不同的平台和外观有不同的框架边框大小,这将影响这些值。考虑覆盖getPreferredSize
中的board
以返回游戏画布的首选大小。然后,您可以在框架上使用pack
。setResizable
,这会改变框架边框的大小并更改可视区域的大小...... 7
毫秒延迟类似于143fps ......我非常怀疑你真的需要那种刷新率。 40
毫秒是25fps,我敢告诉你区别,事件60fps只有16
毫秒。不要改变刷新率的速度,改变delta值的速度来改变游戏的速度......只是说;)