提出这个问题的标题真的很难。所以我正在制作一个游戏,我有一个方法用于处理名为handleVelocity()
的移动。它的工作方式是,在我的游戏中,它会更新每个刻度,寻找角色的移动。如果角色移动低于1或-1,则它会阻止角色移动。因此,我会将角色的动作设置为0.但是,角色再也无法移动了,我也不知道如何让他继续前进。如何处理此速度,以便它可以继续移动,即使它先前已停止。我将在下面发布两个课程。
玩家类:
import java.io.IOException;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
import org.newdawn.slick.util.ResourceLoader;
public class Player {
public Texture playerTexture;
// Positions & speed
public float xPos = 20.0f; // This is initial
public float yPos = 0.0f; // Same as above.
public float acceleration = 15;
public static int gravityForce = 6;
public static int jumpVelocity = 100;
private float moveSpeed = 4f;
private static int MAX_MOVE_SPEED = 9;
public boolean isSupported = true; // Once again, initial value.
public boolean goingRight, goingLeft, canJump;
// movement methods & constants
public void update() {
handleVelocity();
applyGravity();
checkForSupport();
}
public void handleVelocity() {
float minMoveSpeed = 1;
if (this.moveSpeed < minMoveSpeed && this.moveSpeed > -minMoveSpeed) {
this.moveSpeed = 0;
} else {
float dampening = 0.00002f;
double sign = -(int) Math.signum(moveSpeed);
this.moveSpeed += (float) (dampening * sign);
}
xPos += this.moveSpeed;
}
public Texture grabTexture() {
try {
playerTexture = TextureLoader.getTexture("PNG",
ResourceLoader.getResourceAsStream("res/test_char.png"));
} catch (IOException e) {
e.printStackTrace();
}
return playerTexture;
}
private void checkForSupport() {
if (yPos == 0) {
isSupported = true;
} else if (yPos > 0 /* and is not on a platform */) {
isSupported = false;
}
}
private void applyGravity() {
if (!isSupported) {
yPos -= gravityForce;
}
}
public void printPos(String moveMethod) {
System.out.println(moveMethod + " X: " + xPos + " Y: " + yPos
+ " Going Right: " + goingRight + " Going Left: " + goingLeft
+ " Speed: " + moveSpeed);
}
// movement methods
private void accelerateX(float speed) {
moveSpeed += (float) (speed * 0.0096);
if (moveSpeed >= MAX_MOVE_SPEED) {
moveSpeed = MAX_MOVE_SPEED;
} else if (moveSpeed <= -MAX_MOVE_SPEED) {
moveSpeed = -MAX_MOVE_SPEED;
}
}
@SuppressWarnings("unused")
private void accelerateY() {
}
public void moveRight() {
printPos("Moving Right!");
accelerateX(acceleration);
}
public void moveLeft() {
printPos("Moving Left!");
accelerateX(-acceleration);
}
public void jump() {
printPos("Jumping!");
}
}
主要课程:
import com.hasherr.platformer.entity.Player;
import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import static org.lwjgl.opengl.GL11.*;
public class Main {
private void display() {
try {
Display.setDisplayMode(new DisplayMode(1000, 550));
Display.setTitle("Unnamed Platformer Game");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(0);
}
// OpenGL
while (!Display.isCloseRequested()) {
Display.update();
Display.sync(60); // sync to 60 fps
initGL();
player.update();
handleKeyboardInput();
}
Display.destroy();
}
private boolean keyboardInUse() {
boolean keyboardInUse;
if (!(Keyboard.isKeyDown(Keyboard.KEY_A)
|| Keyboard.isKeyDown(Keyboard.KEY_D) || Keyboard
.isKeyDown(Keyboard.KEY_SPACE))) {
keyboardInUse = false;
} else {
keyboardInUse = true;
}
return keyboardInUse;
}
private void handleKeyboardInput() {
if (!keyboardInUse()) {
player.goingLeft = false;
player.goingRight = false;
}
if (Keyboard.isKeyDown(Keyboard.KEY_D)) {
player.goingLeft = false;
player.goingRight = true;
player.moveRight();
} else if (Keyboard.isKeyDown(Keyboard.KEY_A)) {
player.goingLeft = true;
player.goingRight = false;
player.moveLeft();
} else if (Keyboard.isKeyDown(Keyboard.KEY_SPACE)) {
player.jump();
}
}
private void initGL() {
// initial OpenGL items for 2D rendering
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glOrtho(0, 1000, 0, 550, 1, -1);
// start rendering player image
player.grabTexture().bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(player.xPos, player.yPos);
glTexCoord2f(1, 0);
glVertex2f(player.xPos + 150, player.yPos);
glTexCoord2f(1, 1);
glVertex2f(player.xPos + 150, player.yPos + 150);
glTexCoord2f(0, 1);
glVertex2f(player.xPos, player.yPos + 150);
glEnd(); // stop rendering this image
}
Player player = new Player();
public static void main(String[] args) {
Main main = new Main();
main.display();
}
}
答案 0 :(得分:2)
是什么触发了这一运动?假设当按下右箭头键并且当前玩家处于站立状态时玩家应该移动,在这种情况下将moveSpeed设置回默认值4f。
答案 1 :(得分:1)
我知道你已经接受了答案,所提供的答案确实可以胜任,但我认为这需要更好的解决方案和更全面的解释。
代码无法正常工作,因为在您调用moveLeft
的{{1}}和moveRight
方法中。 accelerateX(acceleration)
值为15.让我们看一下acceleration
方法。
accelerateX
它将提供的速度乘以.0096。 15 * .0096 = .144。所以我们在这里添加.144到private void accelerateX(float speed) {
moveSpeed += (float) (speed * 0.0096);
if (moveSpeed >= MAX_MOVE_SPEED) {
moveSpeed = MAX_MOVE_SPEED;
} else if (moveSpeed <= -MAX_MOVE_SPEED) {
moveSpeed = -MAX_MOVE_SPEED;
}
}
。现在我们转到moveSpeed
handleVelocity
如果public void handleVelocity() {
float minMoveSpeed = 1;
if (this.moveSpeed < minMoveSpeed && this.moveSpeed > -minMoveSpeed) {
this.moveSpeed = 0;
} else {
float dampening = 0.00002f;
double sign = -(int) Math.signum(moveSpeed);
this.moveSpeed += (float) (dampening * sign);
}
xPos += this.moveSpeed;
}
小于1且大于-1,则此代码将moveSpeed
设置为零,以强制播放器停止移动。
这可以通过多种方式修复,并保持我们漂亮的伪物理。您接受的答案通过强制移动速度达到某个值来打破物理系统。也许这就是你想要的平台游戏,也许不是。你的选择。
我建议你将minMoveSpeed
缩小到更小的值,例如.01。