我目前正在使用Slick2D在java中处理一种平台游戏,以及我目前设置它的方式,敌人是ArrayList中的敌人对象。玩家可以向他们射击小圆圈(也包含在ArrayList中),如果他们连接,应该发生的是敌人“死亡”。这是我遇到麻烦的地方。我如何摆脱这样的对象?我已经尝试在每个循环中从数组中删除它们,但由于它仍在搜索所述数组(我认为),因此抛出异常。
for (Bullet bullet : bullets) {
for (Enemy enemy : enemies) {
if (bullet.intersects(enemy) {
bullets.remove(bullet);
enemies.remove(enemies);
}
}
}
那不起作用,所以现在我试图制作一个子弹和敌人的索引数组,然后在循环后删除它们,如:
for (int i = 0; i < bullets.size(); i++) {
for (int z = 0; z < enemies.size(); z++) {
if (bullets.get(i).intersects(enemies.get(z).getPoly())) {
bRemove.add(i);
eRemove.add(z);
}
}
}
for (Integer i : bRemove) {
bullets.remove(i);
}
for (Integer i : eRemove) {
enemies.remove(i);
}
现在似乎根本没有发生任何事情。有谁知道我应该怎么做?这是主要类的全部内容:
package ca.wmc.BasicPlatform;
import java.lang.Math;
import java.util.ArrayList;
import org.newdawn.slick.Animation;
import org.newdawn.slick.AppGameContainer;
import org.newdawn.slick.BasicGame;
import org.newdawn.slick.geom.Circle;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Input;
import org.newdawn.slick.Image;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.SpriteSheet;
import org.newdawn.slick.geom.Polygon;
public class Game extends BasicGame {
Player quote;
public BlockMap map;
private boolean start;
private int startCount;
private boolean lost;
private int lostCount;
private int hpTime = 0;
private ArrayList<Enemy> enemies;
private ArrayList<Bullet> bullets;
private int reload = 0;
private final double a = 2;
private int t = 0;
public Game() {
super("Super Simple Platform");
}
public void init(GameContainer container) throws SlickException {
container.setVSync(true);
container.setTargetFrameRate(60);
map = new BlockMap("tiled/newmap.tmx");
quote = new Player("tiled/Quote.gif", 320, 320, 3, -8);
enemies = new ArrayList<Enemy>();
enemies.add(new Enemy("tiled/King.gif", 50, 0, -8, 26, 32));
enemies.add(new Enemy("tiled/Quote.gif", 200, 150, -8, 28, 32));
start = false;
lost = false;
bullets = new ArrayList<Bullet>();
}
public void update(GameContainer container, int delta) throws SlickException {
if (!start) {
if (container.getInput().isKeyDown(Input.KEY_Z)) {
start = true;
}
} else {
if (!lost) {
ArrayList<Integer> eRemove = new ArrayList<Integer>();
ArrayList<Integer> bRemove = new ArrayList<Integer>();
quote.update(container, a, t, delta);
for (Enemy enemy : enemies) {
enemy.update(quote, a, t);
}
if (t == 5) {
t = 0;
} else {
t++;
}
if (container.getInput().isKeyDown(Input.KEY_X) && reload == 0) {
if (quote.getCurAnimation() == quote.right()) {
bullets.add(new Bullet(quote.getXPos() + 28, quote.getYPos() + (int)(20 * Math.random() - 22) + 25, "r"));
} else {
bullets.add(new Bullet(quote.getXPos() + 28, quote.getYPos() + (int)(20 * Math.random() - 22) + 25, "l"));
}
reload = 10;
}
if (reload > 0) {
reload--;
}
for (Bullet bullet : bullets) {
if (bullet.getDirection()) {
bullet.setCenterX(bullet.getCenterX() + 10);
} else {
bullet.setCenterX(bullet.getCenterX() - 10);
}
}
for (Enemy enemy : enemies) {
if (quote.getPoly().intersects(enemy.getPoly()) && hpTime > 50 && quote.getHP() != 0) {
quote.setHP(quote.getHP() - 1);
hpTime = 0;
if (quote.getHP() <= 0) {
lost = true;
}
}
}
hpTime++;
if (startCount <= 100) {
startCount++;
}
for (int i = 0; i < bullets.size(); i++) {
for (int z = 0; z < enemies.size(); z++) {
if (bullets.get(i).intersects(enemies.get(z).getPoly())) {
bRemove.add(i);
eRemove.add(z);
}
}
}
for (Integer i : bRemove) {
bullets.remove(i);
}
for (Integer i : eRemove) {
enemies.remove(i);
}
}
if (quote.getYPos() > 640) {
lost = true;
}
}
}
public void render(GameContainer container, Graphics g) throws SlickException{
g.drawImage(new Image("apsci.jpg"), 0, 0);
BlockMap.tmap.render(0, 0);
g.drawAnimation(quote.getCurAnimation(), quote.getXPos(), quote.getYPos());
for (Enemy enemy : enemies) {
g.drawAnimation(enemy.getCurAnimation(), enemy.getXPos(), enemy.getYPos());
}
for (Circle bullet : bullets) {
g.draw(bullet);
}
g.drawString("HP: " + quote.getHP(), 10, 450);
if (!start) {
g.drawString(getTitle(), 150, 0);
g.drawString("Controls: arrow keys to move, Z to jump, X to fire.", 150, 50);
g.drawString("Defeat the evil. Press Z to start.", 150, 100);
}
if (startCount < 100) {
for (Enemy enemy : enemies) {
g.drawString("The Evil -->", enemy.getXPos() - 125, enemy.getYPos() + 10 + (int)(2 * Math.random()));
}
g.drawString("<-- You", quote.getXPos() + 50, quote.getYPos() + 10 + (int)(2 * Math.random()));
}
if (lost) {
g.drawString("You have lost.", 200, 210);
}
if (lostCount > 150) {
g.drawString("Game over.", 200, 260);
}
if (lostCount > 200) {
g.drawString("If that wasn't already obvious.", 200, 310);
}
}
public static void main(String[] args) throws SlickException{
// TODO Auto-generated method stub
try {
AppGameContainer app = new AppGameContainer(new Game(), 640, 480, false);
app.start();
} catch (SlickException e) {
e.printStackTrace();
}
}
}
答案 0 :(得分:1)
正如您所指出的,您不能使用for-each循环修改某些内容并继续迭代。相反,您需要使用Iterator
:see here。
由于ArrayList
中的删除还需要将删除的对象后的每个对象左移一个索引(因此是O(n)
操作),我建议您也可以查看使用LinkedList
代替。
关于样式,您还应始终通过其界面引用Collection
个对象,而不是它们的实现。也就是说,
ArrayList<Integer> eRemove = new ArrayList<Integer>();
应该是
List<Integer> eRemove = new ArrayList<Integer>();
这样,如果您决定更改为LinkedList,则只需将代码更改为:
List<Integer> eRemove = new LinkedList<Integer();
答案 1 :(得分:0)
是的,尝试从当前正在迭代的ArrayList中删除元素必然会导致问题。
你确定你的'交叉'代码有效吗?快速查看替换方法是您需要的。如果它没有做任何事情,也许它找不到交叉点。
答案 2 :(得分:0)
您当前的代码应该至少删除第一个子弹和第一个敌人。如果没有,则intersects
方法存在问题。
当第一颗子弹被移除后,它后面的所有元素都会移动,所以你会删除错误的子弹。
试试这个:
for (int i = 0; i < bullets.size(); i++) {
boolean hit = false;
for (int z = 0; z < enemies.size(); z++) {
if (bullets.get(i).intersects(enemies.get(z).getPoly())) {
hit = true;
enemies.remove(z);
z--;
}
}
if (hit) {
bullets.remove(i);
i--;
}
}
你应该担心ArrayList和LinkedList的性能,直到你有成千上万的子弹和敌人。