所以我正在使用Java(处理),并且我有一个对象数组,我需要它们能够与它们自己发生冲突,但是我不太确定如何有效地做到这一点。我有一个基本的方法,但是它写得很差,并且不允许使用动态数组。
我目前有一个静态数组,但我希望将来有一个动态数组。我目前正在运行通过检查每种可能的组合来检测碰撞的方法。总会有3个对象,并且不可能少于3个。
这是我的代码:
Circle[] arrayOfCircles = new Circle[3]; //declare array
void setup() {
size(1000, 1000);
for (int i = 0; i < arrayOfCircles.length; i++) {
createPuck(i);
} // creates objects
}
void createPuck(int i) {
float speedY;
float speedX;
if (tempSpeedX == 0 && tempSpeedY == 0) {
speedY = createSpeedY();
speedY = speedY * multiplier;
speedX = 3 * multiplier;
} else {
speedX = tempSpeedX;
speedY = tempSpeedY;
tempSpeedX = 0;
tempSpeedY = 0;
}
arrayOfPucks[i] = new Puck(width, int(random(0, height)), speedX, speedY);
}
int createSpeedY() {
int tempSpeed = int(random(-3, 3));
do {
if (tempSpeed == 0) {
tempSpeed = int(random(-3, 3));
}
} while (tempSpeed == 0);
return tempSpeed;
}
void draw() {
detectCollisions();
}
void detectCollisions() {
for (int i = 0; i < arrayOfCircles.length; i++) {
boolean collision = false;
if (i==0) {
collision = arrayOfCircles[i].detectCollision(arrayOfCircles[i+1]);
if (collision == true) {
arrayOfCircles[i].bounce(arrayOfCircles[i+1]);
}
collision = arrayOfCircles[i].detectCollision(arrayOfCircles[i+2]);
if (collision == true) {
arrayOfCircles[i].bounce(arrayOfCircles[i+2]);
}
} else if (i==1) {
collision = arrayOfCircles[i].detectCollision(arrayOfCircles[i-1]);
if (collision == true) {
arrayOfCircles[i].bounce(arrayOfCircles[i-1]);
}
collision = arrayOfCircles[i].detectCollision(arrayOfCircles[i+1]);
if (collision == true) {
arrayOfCircles[i].bounce(arrayOfCircles[i+1]);
}
} else if (i==2) {
collision = arrayOfCircles[i].detectCollision(arrayOfCircles[i-1]);
if (collision == true) {
arrayOfCircles[i].bounce(arrayOfCircles[i-1]);
}
collision = arrayOfCircles[i].detectCollision(arrayOfCircles[i-2]);
if (collision == true) {
arrayOfCircles[i].bounce(arrayOfCircles[i-2]);
}
} // end of if
} // end of for loop
} // end of function
class Circle {
float x, y;
float speedX, speedY;
final int radius = 10;
Circle(float x, float y, float speedX, float speedY) {
this.x = x;
this.y = y;
this.speedX = speedX;
this.speedY = speedY;
}
// constructor
void move() {
this.x = this.x-speedX; //move left
this.y = this.y-speedY;
}
//methods
void render() {
fill(0);
ellipse(this.x, this.y, this.radius, this.radius);
}
void bounce() {
this.speedX = this.speedX * -1;
this.speedY = this.speedY * -1;
}
boolean detectSelfCollision(Puck other) {
for (int i = 0; i == 2; i++) {
}
float distX = this.x - other.x;
float distY = this.y - other.y;
float distance = sqrt( (distX*distX) + (distY*distY) );
if (distance <= radius*2) {
return true;
} else {
return false;
}
}
}
该代码确实可以满足我的要求,但是它不是很整洁,重复很多,扩展性也不强。
任何建议或帮助将不胜感激,我什至可以基于伪代码重新创建任何建议。我只是在撞砖墙。
答案 0 :(得分:1)
您的detectCollisions()
方法可以重写:
public void detectCollisions() {
for (int i = 0; i < circles.length; i++)
for (int j = 0; j < circles.length; j++)
if (i != j && circles[i].detectCollision(circles[j]))
circles[i].bounce(circles[j]);
}