这是一个12年级的面向对象编程项目。
我有一个名为Ball的类来构建我的球对象。
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.*;
public class Ball{
private double xPos;
private double yPos;
private int direction;
public Ball(int ixPos, int iyPos, int idirection){
xPos = ixPos;
yPos = iyPos;
direction = idirection;
}
public int returnX(){
return (int)xPos;
}
public int returnY(){
return (int)yPos;
}
public int returnDirection(){
return direction;
}
public void move(){
xPos += 1*Math.cos(Math.toRadians(direction));
yPos -= 1*Math.sin(Math.toRadians(direction));
}
public void collide(int collideWith){
if(collideWith==1){//collide with left wall
if(90<direction && direction<180){
direction = 180-direction;
}
if(180<direction && direction<270){
direction = 540-direction;
}
}
if(collideWith==2){//collide with right wall
if(0<direction && direction<90){
direction = 180-direction;
}
if(270<direction && direction<360){
direction = 540-direction;
}
}
if(collideWith==3){//collide with up wall
if(0<direction && direction<90){
direction = 360-direction;
}
if(90<direction && direction<180){
direction = 360-direction;
}
}
if(collideWith==4){//collide with down wall
direction = 360-direction;
}
}
public void collidePaddle(int collidePos){
if(collidePos!=50 && collidePos!=0){
direction = (50-collidePos)*180/50;
}
}
}
正如您在“移动”功能中所看到的,现在球的速度非常低。但我需要球更快。如果我将1更改为类似5,那么就会出现问题。在我的主类中,它检查球是否击中墙壁或阻挡以改变方向,如果球每次移动的像素数量大于1,球将进入墙壁或块。
对我而言似乎没有办法解决这个问题,不知道我会在哪里开始思考,是否有更好的方法来检查碰撞或什么?
谢谢。
答案 0 :(得分:2)
您应该考虑范围。
,而不是在collidePaddle
检查中使用绝对检查
例如......
public void collidePaddle(int collidePos){
if (collidePos >= 50) {
direction = (50-collidePos)*180/50;
// Correct the position of the ball to meet the minimum requirements
// of the collision...
} else if (collidePos <= 0) {
direction = (50-collidePos)*180/50;
// Correct the position of the ball to meet the minimum requirements
// of the collision...
}
}
(抱歉,我很开心你的代码;))
这将允许球在虚拟上下文中“通过”超出这些点,但是如果你更正位置以进行componsate,它应该没有区别......当它被渲染时......
<强>更新强>
这是我正在谈论的一个非常简单的例子......
public class SimpleBouncyBall {
public static void main(String[] args) {
new SimpleBouncyBall();
}
public SimpleBouncyBall() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new CourtPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class CourtPane extends JPanel {
private Ball ball;
private int speed = 5;
public CourtPane() {
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
Rectangle bounds = new Rectangle(new Point(0, 0), getSize());
if (ball == null) {
ball = new Ball(bounds);
}
speed = ball.move(speed, bounds);
repaint();
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
timer.start();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(100, 100);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (ball != null) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
Point p = ball.getPoint();
g2d.translate(p.x, p.y);
ball.paint(g2d);
g2d.dispose();
}
}
}
public class Ball {
private Point p;
private int radius = 12;
public Ball(Rectangle bounds) {
p = new Point();
p.x = 0;
p.y = bounds.y + (bounds.height - radius) / 2;
}
public Point getPoint() {
return p;
}
public int move(int speed, Rectangle bounds) {
p.x += speed;
if (p.x + radius >= (bounds.x + bounds.width)) {
speed *= -1;
p.x = ((bounds.x + bounds.width) - radius) + speed;
} else if (p.x <= bounds.x) {
speed *= -1;
p.x = bounds.x + speed;
}
p.y = bounds.y + (bounds.height - radius) / 2;
return speed;
}
public void paint(Graphics2D g) {
g.setColor(Color.RED);
g.fillOval(0, 0, radius, radius);
}
}
}
我的移动方法并不关心你是否已超越边界,因为它会将球重新定位回位于这些边界内
public int move(int speed, Rectangle bounds) {
// Apply the delta
p.x += speed;
// Have we passed beyond the right side??
if (p.x + radius >= (bounds.x + bounds.width)) {
speed *= -1;
p.x = ((bounds.x + bounds.width) - radius) + speed;
// Have we past beyond the left side??
} else if (p.x <= bounds.x) {
speed *= -1;
p.x = bounds.x + speed;
}
p.y = bounds.y + (bounds.height - radius) / 2;
return speed;
}
快速游戏,看看你得到了什么;)