如何在光滑中管理碰撞?
我创建了地图,墙上的每个瓷砖都有选项block = true;
如何实现碰撞,如果我撞墙,我可以移动它? 此外,如果我到达地图的边缘,阻止移动。
package javagame;
import org.newdawn.slick.Animation;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Image;
import org.newdawn.slick.Input;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.state.BasicGameState;
import org.newdawn.slick.state.StateBasedGame;
import org.newdawn.slick.tiled.TiledMap;
public class Play extends BasicGameState {
Animation movingUp, movingDown, movingLeft, movingRight;
Animation player;
int[] duration = {200, 200, 200};
float playerX = 0;
float playerY = 0;
float cameraX;
float cameraY;
float screenWidth;
float screenHeight;
private TiledMap map = null;
private static final float SPEED = 0.1f;
private boolean[][] blocked;
public Play(int state, int x, int y) {
playerX = (float) x;
playerY = (float) y;
}
private boolean blocked(float x, float y) {
return blocked[(int) x][(int) y];
}
@Override
public void init(GameContainer gc, StateBasedGame sbg) throws SlickException {
map = new TiledMap("map/map.tmx");
// build a collision map based on tile properties in the TileD map
blocked = new boolean[map.getWidth()][map.getHeight()];
for (int x = 0; x < map.getWidth(); x++) {
for (int y = 0; y < map.getHeight(); y++) {
int tileID = map.getTileId(x, y, 0);
String value = map.getTileProperty(tileID, "blocked", "false");
if ("true".equals(value)) {
blocked[x][y] = true;
}
}
}
Image[] walkUp = {
new Image("graphics/player/up0.png"),
new Image("graphics/player/up1.png"),
new Image("graphics/player/up2.png")
};
Image[] walkDown = {
new Image("graphics/player/down0.png"),
new Image("graphics/player/down1.png"),
new Image("graphics/player/down2.png")
};
Image[] walkLeft = {
new Image("graphics/player/left0.png"),
new Image("graphics/player/left1.png"),
new Image("graphics/player/left2.png")
};
Image[] walkRight = {
new Image("graphics/player/right0.png"),
new Image("graphics/player/right1.png"),
new Image("graphics/player/right2.png")
};
movingUp = new Animation(walkUp, duration, false);
movingDown = new Animation(walkDown, duration, false);
movingLeft = new Animation(walkLeft, duration, false);
movingRight = new Animation(walkRight, duration, false);
player = movingDown;
}
@Override
public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException {
screenWidth = gc.getWidth();
screenHeight = gc.getHeight();
cameraX = (screenWidth / 2) - (playerX / 2);
cameraY = (screenHeight / 2) - (playerY / 2);
map.render((int) playerX, (int) playerY);
player.draw(cameraX, cameraY);
g.drawString("X: " + playerX + "\nY: " + playerY, 520, 20);
g.resetTransform();
}
@Override
public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException {
Input input = gc.getInput();
if (input.isKeyDown(Input.KEY_UP) || input.isKeyDown(Input.KEY_W)) {
player = movingUp;
playerY += delta * SPEED;
player.update(delta);
} else if (input.isKeyDown(Input.KEY_DOWN) || input.isKeyDown(Input.KEY_S)) {
player = movingDown;
playerY -= delta * SPEED;
player.update(delta);
} else if (input.isKeyDown(Input.KEY_LEFT) || input.isKeyDown(Input.KEY_A)) {
player = movingLeft;
playerX += delta * SPEED;
player.update(delta);
} else if (input.isKeyDown(Input.KEY_RIGHT) || input.isKeyDown(Input.KEY_D)) {
player = movingRight;
playerX -= delta * SPEED;
player.update(delta);
}
}
}
以下是示例源代码(NetBeans项目):
答案 0 :(得分:2)
在更新时,您只需检查阵列即可。如果是墙不更新。如果是边框,请不要更新。
@Override
public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException {
Input input = gc.getInput();
float yChange = 0, xChange=0;
boolean capturedInput = false;
if (input.isKeyDown(Input.KEY_UP) || input.isKeyDown(Input.KEY_W)) {
player = movingUp;
yChange += delta * SPEED;
capturedInput = true;
} else if (input.isKeyDown(Input.KEY_DOWN) || input.isKeyDown(Input.KEY_S)) {
player = movingDown;
yChange -= delta * SPEED;
capturedInput = true;
} else if (input.isKeyDown(Input.KEY_LEFT) || input.isKeyDown(Input.KEY_A)) {
player = movingLeft;
xChange += delta * SPEED;
capturedInput = true;
} else if (input.isKeyDown(Input.KEY_RIGHT) || input.isKeyDown(Input.KEY_D)) {
player = movingRight;
xChange -= delta * SPEED;
capturedInput = true;
}
if(capturedInput==true && !blocked(playerX+xChange,playerY+yChange)){
playerX += xChange;
playerY += yChange;
player.update(delta);
}
}
private boolean blocked(float x, float y) {
return blocked[(int) x][(int) y];
}
差不多,在你先检查它之前不要更改值,然后在一切正常的情况下更改播放器值。
编辑:我添加了一个变量captureInput,这会让我知道我们实际上有一个keyDown事件。关于此,有两条评论。我认为这是一个“黑客”,使您的代码工作,而不是最美丽。我个人会尝试向窗口添加一个事件监听器来监听按键点击,当点击一个键时我会改变位置信息,一直到帧刷新并且会更新,或者只是在现在有更改时刷新通过调用repaint()。有很多教程可以用来听onKeyDown。你的代码应该现在可以更好地工作,并且不需要手动捕获边缘就像你做的那样,你应该能够在布尔块数组的边缘绘制一个墙,如果没有你可以继续使用你的方法。
答案 1 :(得分:0)
尝试从X
和Y
位置乘以图块尺寸创建块的矩形,然后使用intersects()
方法验证它是否与您的实体发生碰撞,如{ {3}}
我希望这对你有用。