我目前正在用Java制作太空射击游戏。我能够射击子弹并且敌人来自顶部,但我不知道如何检查它们是否相交。我知道Rectangle
类有一个intersects
方法,但我不确定如何将矩形放在子弹和敌人周围,因为我事先不知道有多少可能在屏幕。我怎样才能做到这一点?这是我的代码:
Game.java
package main;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
public class Game extends Canvas implements Runnable, KeyListener {
//declare values
private static final long serialVersionUID = 1L;
public static final int WIDTH = 800;
public static final int HEIGHT = 600;
public static final String TITLE = "Space Shooter";
private boolean running = false;
private Thread thread;
private Player player;
private BufferedImage playerImage;
private BufferedImage bulletImage;
private BufferedImage enemyImage;
int playerx;
int playery;
int round = 1;
public Game() {
//
player = new Player((WIDTH/2)-32, HEIGHT-200);
//allocates all file resources
try {
playerImage = ImageIO.read(this.getClass().getResourceAsStream("/resources/player.png"));
bulletImage = ImageIO.read(this.getClass().getResourceAsStream("/resources/bullet.png"));
enemyImage = ImageIO.read(this.getClass().getResourceAsStream("/resources/enemy.png"));
} catch (IOException e) {
e.printStackTrace();
}
addKeyListener(this);
setFocusable(true);
requestFocusInWindow();
}
//starts thread
private synchronized void start() {
if (running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
//stops thread
private synchronized void stop() {
if (!running)
return;
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
System.exit(1);
}
@Override
//game loop
public void run() {
long lastTime = System.nanoTime();
final double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
int updates = 0;
int frames = 0;
long timer = System.currentTimeMillis();
while (running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
if (delta > 1) {
tick();
updates++;
delta--;
}
Shoot.updateBullets();
Enemy.updateEnemies();
render();
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(updates + " TICKS, " + frames + " FPS");
updates = 0;
frames = 0;
}
}
stop();
}
//updates sprite locations
public void tick() {
playerx = player.getX();
playery = player.getY();
}
//renders sprites
public void render() {
//setting up triple-buffering
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
//////////////////////////////////
g.setColor(Color.BLACK); g.fillRect(0,0,getWidth(), getHeight());
g.drawImage(playerImage, playerx, playery, this);
if (Shoot.allBullets.size() != 0) {
for (int i = 0; i < Shoot.allBullets.size(); i++) {
int bulletx = (int) Shoot.allBullets.get(i).x;
int bullety = (int) Shoot.allBullets.get(i).y;
g.drawImage(bulletImage, bulletx + 21, bullety, this);
}
}
if (Enemy.allEnemies.size() != 0) {
for (int i = 0; i < Enemy.allEnemies.size(); i++) {
int enemyx = (int) Enemy.allEnemies.get(i).x;
int enemyy = (int) Enemy.allEnemies.get(i).y;
g.drawImage(enemyImage, enemyx, enemyy, this);
}
} else {
Enemy.createEnemies(round);
round++;
}
//////////////////////////////////
g.dispose();
bs.show();
}
@Override
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_SPACE) {
Shoot.addBullet(player.getX(), player.getY());
}
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_UP) {
player.setY(playery -= 20);
} else if (key == KeyEvent.VK_DOWN) {
player.setY(playery += 20);
} else if (key == KeyEvent.VK_RIGHT) {
player.setX(playerx += 40);
} else if (key == KeyEvent.VK_LEFT) {
player.setX(playerx -= 40);
}
}
public void keyTyped(KeyEvent e) {}
public static void main(String[] args) {
Game game = new Game();
JFrame frame = new JFrame(TITLE);
frame.setSize(WIDTH, HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.add(game);
frame.getContentPane().setBackground(Color.BLACK);
frame.setVisible(true);
game.start();
}
}
Shoot.java
package main;
import java.util.ArrayList;
public class Shoot {
static ArrayList<Point> allBullets = new ArrayList<Point>();
public static void addBullet(int x, int y) {
allBullets.add(new Point(x, y));
}
public static ArrayList<Point> getAllBulletPosistions() {
return allBullets;
}
public static void updateBullets() {
if (allBullets.size() != 0) {
for (int i = 0; i < allBullets.size(); i++) {
allBullets.get(i).y -= 1;
}
}
}
}
Enemy.java
package main;
import java.util.ArrayList;
public class Enemy {
static ArrayList<Point> allEnemies = new ArrayList<Point>();
public static ArrayList<Point> createEnemies(int round) {
for (int i = 0; i < round; i++) {
Point newEnemyLocation = new Point((int) (Math.random()*Game.WIDTH - 64), 0);
if (newEnemyLocation.x < 64) {
newEnemyLocation.x += 70;
}
allEnemies.add(newEnemyLocation);
}
return allEnemies;
}
int validate(int xpos) {
if (xpos > Game.WIDTH - 64) {
xpos -= 64;
}
if (xpos < 64) {
xpos += 64;
}
return xpos;
}
public static ArrayList<Point> updateEnemies() {
if (allEnemies.size() != 0) {
for (int i = 0; i < allEnemies.size(); i++) {
Point enemyLocation = allEnemies.get(i);
if (enemyLocation.y <= Game.HEIGHT) {
allEnemies.get(i).y += 0.1;
} else {
allEnemies.remove(i);
}
}
}
return allEnemies;
}
}
答案 0 :(得分:1)
for(int i = 0; i < Shoot.allBullets.size(); i++){
for(int j = 0; j < Enemy.allEnemys.size(); j++){
if(new Rectangle(Shoot.allBullets.get(i).x,Shoot.allBullets.get(i).y, width, height).intersects(new Rectangle(Enemy.allEnemys.get(j).x, Enemy.allEnemys.get(j).y, width, height)){
//on intersect
}
}
}
这样可行,但你不应该像这样创建新的矩形,而应该创建一个子弹类和一个Enemy类,它们都包含位置和矩形,无论如何好运!