我创建了一个非常简单的程序,我使用paint绘制了一个迷宫(方法fillRect
用于创建迷宫的墙壁),我创建了一个使用{{}移动的精灵。 1}}。我想实现一个简单的(因为我在通勤科学的第一年)碰撞检测,以防止精灵穿过迷宫的墙壁。因为迷宫是用近400行代码绘制的,所以我不会包含它。
keyListener
我想这样做,以便精灵在撞到墙壁时停止(使用import java.awt.*;
import java.applet.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class IndeProj extends Applet implements KeyListener {
//KEY LISTENER INFO FOR MY SPRITE
public int x = 10;
public int y = 575;
public boolean keyUp;
public boolean keyDown;
public boolean keyLeft;
public boolean keyRight;
public void paint(Graphics g) {
//drawMaze
drawMazeHorizontalLines(g);
drawMazeVerticalLines(g);
//SPRITE STUFF
addKeyListener(this);
this.MoveRect(g,x,y);
}
public void drawMazeHorizontalLines(Graphics g)
{
//This method draws the horizontal lines of the maze using the method `fillRect(x,y,w,h)`
}
public void drawMazeVerticalLines (Graphics g)
{
//This method draws the vertical lines of the maze using `fillRect(x,y,w,h)`
}
public void MoveRect(Graphics g, int x, int y) //Draws Sprite
{
g.setColor(Color.green);
g.fillRect(x,y,20,20);
g.setColor(Color.yellow); //Sprite body
g.fillRect(x,y,20,20);
g.setColor(Color.green); //Sprite eyes
g.fillRect(x,y,7,7);
g.fillRect((x+13),y,7,7);
g.setColor(Color.blue); //Sprite pants
g.fillRect(x,(y+13),20,7);
g.setColor(Color.black); //Sprite mouth
g.fillRect((x+6),(y+9),8,2);
}
public void keyPressed(KeyEvent e) //Moves Sprite
{
if (e.getKeyCode() == KeyEvent.VK_DOWN) {
y+=1;
y+=0;
} if (e.getKeyCode() == KeyEvent.VK_UP) {
y-=1;
y-=0;
} if (e.getKeyCode() == KeyEvent.VK_LEFT) {
x-=1;
x-=0;
} if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
x+=1;
x+=0;
}
repaint();
}
public void keyReleased(KeyEvent e) //Stops Sprite
{
keyUp = keyDown = keyLeft = keyRight = false;
}
}
和x
坐标),精灵将停止移动。
答案 0 :(得分:1)
/* could use enums for this */
public static int WALL_LEFT = 1;
public static int WALL_RIGHT = 2;
public static int WALL_TOP = 4;
public static int WALL_BOTTOM = 8;
public int[][] createSimpleMap(){
int[][] map = new int[2][2];
map[0][0] = WALL_LEFT | WALL_RIGHT | WALL_TOP;
map[0][1] = WALL_LEFT | WALL_RIGHT | WALL_TOP;
map[1][0] = WALL_LEFT | WALL_BOTTOM;
map[1][1] = WALL_RIGHT | WALL_BOTTOM;
return map;
}
进行碰撞检测只是检测墙是否存在。
public boolean canMoveUp(x,y){
return (this.map[x][y] & WALL_TOP) ==0;
}
答案 1 :(得分:0)
我这样做的方法是使用矩形碰撞盒。 playerX和playerY是玩家的坐标:
while(true) {
while(!((playerX > 50 && playerX < 100) && (playerY > 50 && playerY < 100))){
//Put code to let they players walk here, and boundaries will be enforced.
}
}
这将是一个矩形框,你不能进入。
答案 2 :(得分:0)
如果您的applet是双缓冲的,那么您可以在移动之前执行以下操作:
Color c = new Color(buffer.getRGB(desiredPlayerX, desiredPlayerY));
if(c.equals(<Whatever color you used for the maze walls>)){
// Don't allow the movement of the player
}else{
x = desiredPlayerX;
y = desiredPlayerY;
}
这个方法看起来确实有点“hacky”,我确信有更好的方法来实现它,但这是一个可能的快速解决方案。