我在java中的网格上做了一个简单的游戏,涉及使用WASD键控制白色方块。每当我按下W,S,A或D时,屏幕有时会在再次绘制网格之前闪烁。我对编码很新,所以你越能为我愚蠢,越好。
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
/**
* DotGame.applet
*
* A simple game where the player controls a white circle with the WASD keys.
* - If the user moves his circle over a green circle, his score will go up by 1, and another red circle will spawn.
* - If the user moves his circle over a red circle, his score will go down by 1, and one less red circle will be generated.
* - There is no win condition, it is just a test game.
*
* @author -----------
* @version 11-9-2014
*/
public class DotGame extends Applet
implements KeyListener, MouseListener
{
int width,height;
int powerup = 1;
int click = 0;
int x,y;
final int size = 40;
int ox = size,oy = size;
int rx = 0, ry = 0;
int reddots = 0;
int red[][] = new int[1000][2];
String s = "";
int score = 0;
int DrawGrid = 0;
String sc = "";
int powerupdots = 1;
int yellow[][] = new int[1][2];
int powerupcounter = 0;
int shield = 0;
int blue[][] = new int[1][2];
public void init()
{
this.setSize(740,500);
width = 640;
height = 480;
setBackground( Color.black );
x = width/2;
y = height/2;
s = "CLICK TO START";
addMouseListener( this );
addKeyListener( this );
}
public void keyPressed( KeyEvent e ) { }
public void keyReleased ( KeyEvent e ) { }
public void keyTyped( KeyEvent e )
{
char c = e.getKeyChar();
String t = c+"";
//This will change the coordinates of the user-controlled circle by the size of the circle based on what button is pressed
if(powerupcounter > 0)
{
powerup = 2;
}
else if(powerupcounter == 0)
{
powerup = 1;
}
if( t.equalsIgnoreCase("w" )&& oy > 0+((powerup-1)*size))
{
oy = oy-(size*powerup);
}
else if( t.equalsIgnoreCase("s") && oy < height-(size*powerup))
{
oy = oy+(size*powerup);
}
else if( t.equalsIgnoreCase("a")&& ox > 0+((powerup-1)*size))
{
ox = ox-(size*powerup);
}
else if( t.equalsIgnoreCase("d") && ox < width-(size*powerup))
{
ox = ox+(size*powerup);
}
else if(t.equalsIgnoreCase("w" ) && oy == 0)
{
oy = height-(size*powerup);
}
else if(t.equalsIgnoreCase("s") && oy == height-size)
{
oy = 0+((powerup-1)*size);
}
else if(t.equalsIgnoreCase("a") && ox == 0)
{
ox = width-(size*powerup);
}
else if(t.equalsIgnoreCase("d") && ox == width-size)
{
ox = 0+((powerup-1)*size);
}
else if(t.equalsIgnoreCase("w") && oy == size && powerup ==2)
{
oy = height-size;
}
else if(t.equalsIgnoreCase("s") && oy == height -(size*powerup) && powerup ==2)
{
oy = 0;
}
else if(t.equalsIgnoreCase("a") && ox == size && powerup ==2)
{
ox = width-size;
}
else if(t.equalsIgnoreCase("d") && ox == width -(size*powerup) && powerup ==2)
{
ox = 0;
}
if(powerupcounter > 0)
{
powerupcounter--;
}
repaint();
e.consume();
}
public void mouseEntered( MouseEvent e) {}
public void mouseExited( MouseEvent e) {}
public void mousePressed( MouseEvent e) {}
public void mouseReleased( MouseEvent e) {}
public void mouseClicked( MouseEvent e)
{
if(click == 0)
{
randomYellow();
randomBlue();
DrawRandom();
x = e.getX();
y = e.getY();
s = "";
repaint();
e.consume();
click = 1;
}
}
public void CheckScore()
{
if(ox == rx && oy == ry)
{
score++;
reddots+=10;
DrawRandom();
}
}
public void DrawRandom()
{
//The reason we divide by the size and then multiply after it is an int is to
//make sure that the random circle drawn is in the same base as the size of the circle,
//so that the player's circle can move directly over it, and not be of by a fraction
//of the predetermined size.
rx = (int)(Math.random()*width/size)*size;
ry = (int)(Math.random()*height/size)*size;
while(rx == ox && ry == oy)
{
rx = (int)(Math.random()*width/size)*size;
ry = (int)(Math.random()*height/size)*size;
}
for(int y = 0 ; y < reddots ; y++)
{
red[y][0] = (int)(Math.random()*width/size)*size;
red[y][1] = (int)(Math.random()*height/size)*size;
while(red[y][0] == rx && red[y][1] == ry || red[y][0] == yellow[0][0] && red[y][1] == yellow[0][1]
|| red[y][0] == ox && red[y][1] == oy || red[y][0] == blue[0][0] && red[y][1] == blue[0][1])
{
red[y][0] = (int)(Math.random()*width/size)*size;
red[y][1] = (int)(Math.random()*height/size)*size;
}
}
}
public void randomYellow()
{
yellow[0][0] = (int)(Math.random()*width/size)*size;
yellow[0][1] = (int)(Math.random()*height/size)*size;
while(yellow[0][0] == rx && yellow[0][1] == ry)
{
yellow[0][0] = (int)(Math.random()*width/size)*size;
yellow[0][1] = (int)(Math.random()*height/size)*size;
}
}
public void randomBlue()
{
blue[0][0] = (int)(Math.random()*width/size)*size;
blue[0][1] = (int)(Math.random()*height/size)*size;
while(blue[0][0] == rx && blue[0][1] == ry || blue[0][0] == yellow[0][0] && blue[0][1] == yellow[0][1])
{
blue[0][0] = (int)(Math.random()*width/size)*size;
blue[0][1] = (int)(Math.random()*height/size)*size;
}
}
public void CheckDeath()
{
for(int y = 0 ; y < reddots ; y++)
{
if(ox == red[y][0] && oy == red[y][1] && shield == 0)
{
score--;
reddots--;
DrawRandom();
}
else if(ox == red[y][0] && oy == red[y][1] && shield !=0)
{
shield--;
DrawRandom();
}
}
}
public void CheckPowerup()
{
for(int y = 0 ; y < powerupdots ; y++)
{
if(ox == yellow[y][0] && oy == yellow[y][1])
{
powerupcounter += 10;
randomYellow();
}
}
}
public void CheckShield()
{
if(ox == blue[0][0] && oy == blue[0][1] && shield < 5)
{
shield++;
randomBlue();
}
else if(ox == blue[0][0] && oy == blue[0][1] && shield >= 5)
{
randomBlue();
}
}
public void CheckWin( Graphics g )
{
g.setColor(Color.black);
g.fillRect(0,0,width,height);
while(1 == 1)
{
g.drawString( "YOU WIN" , width/2, height/2);
}
}
public void paint( Graphics g )
{
CheckScore();
if(score == 20)
{
CheckWin(g);
}
CheckDeath();
CheckPowerup();
CheckShield();
DrawGrid(g);
g.setColor(Color.yellow);
g.fillRect(yellow[0][0],yellow[0][1],size+1,size+1);
g.setColor(Color.red);
for(int y = 0; y < reddots ; y++)
{
g.fillRect(red[y][0],red[y][1],size+1,size+1);
}
sc = ""+score;
//Draw user
g.setColor(Color.white);
g.fillRect(ox,oy,size+1,size+1);
//Draw shield around user if they have shields (max 5)
if(shield >= 1)
{
g.setColor(Color.blue);
g.fillRect(ox,oy,size+1,5);
g.fillRect(ox,oy,5,size+1);
g.fillRect(ox,oy+size-4,size+1,5);
g.fillRect(ox+size-4,oy,5,size+1);
}
//Draw green tile
g.setColor(Color.green);
g.fillRect(rx,ry,size+1,size+1);
//Draw shield tile
g.setColor(Color.blue);
g.fillRect(blue[0][0],blue[0][1],size+1,size+1);
g.setColor( Color.green );
g.drawString( s, x, y );
g.drawString( "Score : "+sc, 650, 20);
g.drawString( "Powerups : "+powerupcounter, 650, 40);
g.drawString( "Red Dots : "+reddots, 650,60);
g.drawString( "Shield : "+shield,650,80);
}
public void DrawGrid( Graphics g )
{
g.setColor(Color.orange);
for(int x = 0 ; x <= width ; x += size)
{
g.drawLine(x,0,x,height);
}
for(int y = 0 ; y <= height ; y+= size)
{
g.drawLine(0,y,width,y);
}
}
}
答案 0 :(得分:0)
我的建议是将尽可能多的计算移动到从按键事件调用的方法中,并尽可能保持paint()方法的简短和直接。如果你能帮助它,不要在你的paint()方法中做数学 - 在你调用repaint()之前使用你的按键方法来构建你需要绘制的所有东西的图片,并使你的paint()方法成为可能。唯一的工作是绘制董事会的当前状态。此外,不必在任何时候重新整理整个董事会。例如,当从当前方块移动到空方格时,您应该绘制的是前一个位置上的黑色方块,以及新位置中的新用户方块。当击中黄色或蓝色方块时,您需要绘制的是新的黄色或蓝色方块(并更新相应的状态消息)。你只需要在碰到红色或绿色方块时重新绘制整个板子。