为什么矩形跳跃的高度会有所不同?它似乎进入了一个循环。首先它跳低然后它根本不跳,然后它跳高然后它根本不跳。我无法弄清楚为什么使用相同的代码并且它是由同一事件触发的。
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
@SuppressWarnings("serial")
class Game extends JPanel{
Square square = new Square(this);
Ground ground = new Ground (this);
public Game() {
addKeyListener(new KeyListener() {
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyReleased(KeyEvent e) {
square.keyReleased(e);
}
@Override
public void keyPressed(KeyEvent e) {
square.keyPressed(e);
}
});
setFocusable(true);
}
public static void main(String[] args) throws InterruptedException {
JFrame frame = new JFrame("My Mario");
Game game = new Game();
frame.add(game);
frame.setSize(600, 700);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
while (true) {
game.move();
game.repaint();
Thread.sleep(30);
}
}
private void move() {
square.move();
}
@Override
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
square.paint(g2d);
ground.paint(g2d);
}
}
public class Square {
Square square;
int x,xa;
static int y;
int ya;
private Game game;
public static int fistX,fistY;
static int d = 60;
int wide;
boolean onGround;
public Square(Game game) {
this.game = game;
x = 100;
y = 631;
xa = 0;
ya = 0;
onGround = false;
wide = game.getWidth();
}
public void move() {
if (x + xa > 0 && x + xa < game.getWidth()-30)
x = x + xa;
if (y + ya > 0 && y + ya < game.getHeight()-60){
for(int i=12; i< 0; i--);
ya+=10;
y = y + ya;
}
if ( collision() ) {
y-=10;
onGround = true;
}
Square.y+=10;
}
public void paint(Graphics2D g) {
g.setColor(Color.RED);
g.fillRoundRect(x, y-d, 30, d, 10, 10);
}
private boolean collision() {
return game.ground.getBounds().intersects(getBounds());
}
public Rectangle getBounds() {
return new Rectangle(x, y, 30, 60);
}
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT)
xa=0;
if (e.getKeyCode() == KeyEvent.VK_RIGHT)
xa=0;
if(e.getKeyCode() == KeyEvent.VK_DOWN)
d = 60;
if(e.getKeyCode() == KeyEvent.VK_UP);
}
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
if (e.getKeyCode() == KeyEvent.VK_LEFT)
xa = xa -3;
if (e.getKeyCode() == KeyEvent.VK_RIGHT)
xa = xa + 3;
if(e.getKeyCode() == KeyEvent.VK_DOWN)
d = 30;
if(e.getKeyCode() == KeyEvent.VK_UP)
ya -= 60;
}
}
class Ground {
int y,x,h,w;
public Ground(Game game){
x = 0;
y = game.getHeight()-30;
w = game.getWidth();
h = 30;
}
public void paint(Graphics2D g){
g.setColor(Color.BLACK);
g.fillRect(0, 700, 99999999, 30);
}
public Rectangle getBounds() {
return new Rectangle(0, 700, 99999999, 30);
}
}
答案 0 :(得分:6)
Thread.sleep(n)
为动画等重复任务实现Swing Timer
。有关详细信息,请参阅Concurrency in Swing。 frame.setSize(600, 700);
我建议改为为内容设置首选大小并在其周围打包框架。这表明在不同的PLAF或OS'上游戏的大小不变。 JFrame
或JWindow
),请覆盖paintComponent(Graphics)
而不是paint(Graphics)
。实现前3个,最后一个(以及代码中注释的其他一个)是TODO - BNI。
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
class SuperMarioGame extends JPanel {
private static final long serialVersionUID = 1L;
Square square = new Square(this);
Ground ground = new Ground (this);
public SuperMarioGame() {
// TODO Update to Key Bindings
addKeyListener(new KeyListener() {
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyReleased(KeyEvent e) {
square.keyReleased(e);
}
@Override
public void keyPressed(KeyEvent e) {
square.keyPressed(e);
}
});
setFocusable(true);
// Use a listener/timer combo.
ActionListener gameAnimation = new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
move();
repaint();
}
};
Timer timer = new Timer(30,gameAnimation);
timer.start();
// Set a preferred size for the panel.
Dimension preferred = new Dimension(600,700);
this.setPreferredSize(preferred);
}
public static void main(String[] args) throws InterruptedException {
JFrame frame = new JFrame("My Mario");
SuperMarioGame game = new SuperMarioGame();
frame.add(game);
// Pack the frame to the preferred size.
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
private void move() {
square.move();
}
@Override
// for Swing components, generally override
// paintComponent rather than paint
//public void paint(Graphics g) {
public void paintComponent(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
square.paint(g2d);
ground.paint(g2d);
}
}
class Square {
Square square;
int x,xa;
static int y;
int ya;
private SuperMarioGame game;
public static int fistX,fistY;
static int d = 60;
int wide;
boolean onGround;
public Square(SuperMarioGame game) {
this.game = game;
x = 100;
y = 631;
xa = 0;
ya = 0;
onGround = false;
wide = game.getWidth();
}
public void move() {
if (x + xa > 0 && x + xa < game.getWidth()-30)
x = x + xa;
if (y + ya > 0 && y + ya < game.getHeight()-60){
for(int i=12; i< 0; i--);
ya+=10;
y = y + ya;
}
if ( collision() ) {
y-=10;
onGround = true;
}
Square.y+=10;
}
public void paint(Graphics2D g) {
g.setColor(Color.RED);
g.fillRoundRect(x, y-d, 30, d, 10, 10);
}
private boolean collision() {
return game.ground.getBounds().intersects(getBounds());
}
public Rectangle getBounds() {
return new Rectangle(x, y, 30, 60);
}
public void keyReleased(KeyEvent e) {
// TODO Else-if would be better here..
if (e.getKeyCode() == KeyEvent.VK_LEFT)
xa=0;
if (e.getKeyCode() == KeyEvent.VK_RIGHT)
xa=0;
if(e.getKeyCode() == KeyEvent.VK_DOWN)
d = 60;
if(e.getKeyCode() == KeyEvent.VK_UP);
}
public void keyPressed(KeyEvent e) {
// TODO Else-if would be better here..
if (e.getKeyCode() == KeyEvent.VK_LEFT)
xa = xa -3;
if (e.getKeyCode() == KeyEvent.VK_RIGHT)
xa = xa + 3;
if(e.getKeyCode() == KeyEvent.VK_DOWN)
d = 30;
if(e.getKeyCode() == KeyEvent.VK_UP)
ya -= 60;
}
}
class Ground {
int y,x,h,w;
public Ground(SuperMarioGame game){
x = 0;
y = game.getHeight()-30;
w = game.getWidth();
h = 30;
}
public void paint(Graphics2D g){
g.setColor(Color.BLACK);
g.fillRect(0, 700, 99999999, 30);
}
public Rectangle getBounds() {
return new Rectangle(0, 700, 99999999, 30);
}
}
答案 1 :(得分:4)
KeyListeners
上的键绑定,它们更能解决焦点问题。阅读How to Use Key Bindings了解更多详情paintComponent
,而不是paint
。如果可以的话,油漆会做很多重要的工作,你应该避免弄乱。除了paintComponent
之外,paint
将包含在组件的双缓冲中,而super.paint
不是static
设置它for (int i = 12; i < 0; i--);
状态变量move
不会发生任何事情,因为最后的半通道意味着,没有做任何事情来计算1
<强>已更新强>
修正了我的移动代码中的错误:P
我查看了你的碰撞检测代码(在paint
中),坦率地说,它无法做出正面或反面。我对public class TestGame {
public static void main(String[] args) throws InterruptedException {
new TestGame();
}
public TestGame() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException ex) {
} catch (InstantiationException ex) {
} catch (IllegalAccessException ex) {
} catch (UnsupportedLookAndFeelException ex) {
}
Game game = new Game();
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(game);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class GameThread extends Thread {
private Game game;
public GameThread(Game game) {
setDaemon(false);
this.game = game;
}
@Override
public void run() {
while (true) {
game.move();
try {
long startedAt = System.currentTimeMillis();
SwingUtilities.invokeAndWait(new Runnable() {
@Override
public void run() {
game.repaint();
}
});
long completedAt = System.currentTimeMillis();
long sleepFor = 30 - (completedAt - startedAt);
if (sleepFor < 0) {
sleepFor = 30;
}
Thread.sleep(sleepFor);
} catch (Exception exp) {
exp.printStackTrace();
}
}
}
}
public class Game extends JPanel {
Square square = new Square(this);
Ground ground = new Ground(this);
public Game() {
// addKeyListener(new KeyListener() {
// @Override
// public void keyTyped(KeyEvent e) {
// }
//
// @Override
// public void keyReleased(KeyEvent e) {
// square.keyReleased(e);
// }
//
// @Override
// public void keyPressed(KeyEvent e) {
// square.keyPressed(e);
// }
// });
setFocusable(true);
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), "press-left");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), "press-right");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "press-down");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "press-up");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true), "release-left");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true), "release-right");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "release-down");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "release-up");
am.put("press-left", new PressLeftAction(square));
am.put("press-right", new PressRightAction(square));
am.put("press-down", new PressDownAction(square));
am.put("press-up", new PressUpAction(square));
am.put("release-left", new ReleaseLeftAction(square));
am.put("release-right", new ReleaseRightAction(square));
am.put("release-down", new ReleaseDownAction(square));
am.put("release-up", new ReleaseUpAction(square));
new GameThread(this).start();
// public void keyReleased(KeyEvent e) {
//
//
//
// if (e.getKeyCode() == KeyEvent.VK_LEFT) {
// xa = 0;
// }
//
// if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
// xa = 0;
// }
// if (e.getKeyCode() == KeyEvent.VK_DOWN) {
// d = 60;
// }
//
// if (e.getKeyCode() == KeyEvent.VK_UP);
// }
//
// public void keyPressed(KeyEvent e) {
//// TODO Auto-generated method stub
// if (e.getKeyCode() == KeyEvent.VK_LEFT) {
// xa = xa - 3;
// }
//
// if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
// xa = xa + 3;
// }
//
// if (e.getKeyCode() == KeyEvent.VK_DOWN) {
// d = 30;
// }
//
// if (e.getKeyCode() == KeyEvent.VK_UP) {
// ya -= 60;
// }
//
//
//
//
//
// }
}
public void move() {
square.move();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
// Don't override paint, use paintComponent instead
// @Override
// public void paint(Graphics g) {
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
square.paint(g2d);
ground.paint(g2d);
g2d.dispose();
}
}
public class Square {
Square square;
private int x, xa;
// static int y;
private int y;
private int ya;
private Game game;
// public static int fistX, fistY;
private int fistX, fistY;
// static int d = 60;
private int d = 60;
private int wide;
private boolean onGround;
public Square(Game game) {
this.game = game;
x = 100;
y = 100;
xa = 0;
ya = 0;
onGround = false;
wide = game.getWidth();
}
public void move() {
y += ya;
x += xa;
if (x < 0) {
x = 0;
} else if (x + 30 > game.getWidth()) {
x = game.getWidth() - 30;
}
if (y < 0) {
y = 0;
} else if (collision()) {
onGround = true;
y = game.ground.getBounds().y - d;
}
// if (x + xa > 0 && x + xa < game.getWidth() - 30) {
// x = x + xa;
// }
//
// if (y + ya > 0 && y + ya < game.getHeight() - 60) {
// // This was never going to do anything, look at the
// // end of the line...the `;` is going to prevent the
// // statemt ya += 10 from begin called within the loop
//// for (int i = 12; i < 0; i--);
// for (int i = 12; i < 0; i--) {
// ya += 10;
// }
// y = y + ya;
// }
// if (collision()) {
// y -= 10;
// onGround = true;
//
// }
//
// y += 10;
}
public void paint(Graphics2D g) {
g.setColor(Color.RED);
System.out.println(x + "x" + (y - d));
g.fillRoundRect(x, y, 30, d, 10, 10);
}
private boolean collision() {
return game.ground.getBounds().intersects(getBounds());
}
public Rectangle getBounds() {
return new Rectangle(x, y, 30, 60);
}
}
public class Ground {
private Game game;
public Ground(Game game) {
this.game = game;
}
public void paint(Graphics2D g) {
g.setColor(Color.BLACK);
g.fillRect(0, game.getHeight() - 30, game.getWidth(), 30);
}
public Rectangle getBounds() {
return new Rectangle(0, game.getHeight() - 30, game.getWidth(), 30);
}
}
public abstract class AbstractSquareAction extends AbstractAction {
private Square square;
public AbstractSquareAction(Square square) {
this.square = square;
}
public Square getSquare() {
return square;
}
}
public class PressLeftAction extends AbstractSquareAction {
public PressLeftAction(Square square) {
super(square);
}
@Override
public void actionPerformed(ActionEvent e) {
getSquare().xa = -3;
System.out.println("pressLeft");
}
}
public class PressRightAction extends AbstractSquareAction {
public PressRightAction(Square square) {
super(square);
}
@Override
public void actionPerformed(ActionEvent e) {
getSquare().xa = 3;
}
}
public class PressDownAction extends AbstractSquareAction {
public PressDownAction(Square square) {
super(square);
}
@Override
public void actionPerformed(ActionEvent e) {
getSquare().ya = 30;
}
}
public class PressUpAction extends AbstractSquareAction {
public PressUpAction(Square square) {
super(square);
}
@Override
public void actionPerformed(ActionEvent e) {
getSquare().ya -= 30;
}
}
public class ReleaseLeftAction extends AbstractSquareAction {
public ReleaseLeftAction(Square square) {
super(square);
}
@Override
public void actionPerformed(ActionEvent e) {
getSquare().xa = 0;
}
}
public class ReleaseRightAction extends AbstractSquareAction {
public ReleaseRightAction(Square square) {
super(square);
}
@Override
public void actionPerformed(ActionEvent e) {
getSquare().xa = 0;
}
}
public class ReleaseDownAction extends AbstractSquareAction {
public ReleaseDownAction(Square square) {
super(square);
}
@Override
public void actionPerformed(ActionEvent e) {
getSquare().ya = 0;
}
}
public class ReleaseUpAction extends AbstractSquareAction {
public ReleaseUpAction(Square square) {
super(square);
}
@Override
public void actionPerformed(ActionEvent e) {
getSquare().ya = 0;
}
}
}
方法的工作方式进行了更正和更改,以便x,y始终位于左上角
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