我正在尝试将矩形渲染到JPanel:
playerRect = new Rectangle(100,100,10,10);
问题是,playerRect每次渲染100.0。我已经更新了Eclipse和Java,并对我的代码进行了故障排除,并使用x,y,width,height进行了游戏(虽然我不确定我的代码如何影响java.awt.Rectangle)。
有关导致此问题的任何线索?
package game;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.MouseEvent;
import javax.swing.ImageIcon;
public class Player {
private World world;
private Rectangle playerRect;
private Image playerImg;
protected int xDirection, yDirection;
//block variables
private int hoverX, hoverY;
private boolean hovering;
public Player(World world){
this.world = world;
playerImg = new ImageIcon("D:/Student Data/gametest1/GameEngine/res/player.png").getImage();
playerRect = new Rectangle(100, 100, 10, 10); // ### here's the issue ###
}
private void setXDirection(int d){
xDirection = d;
}
private void setYDirection(int d){
yDirection = d;
}
public void update(){
move();
checkForCollision();
}
private void move(){
playerRect.x += xDirection;
playerRect.y =+ yDirection;
}
private void checkForCollision(){
}
//Drawing methods
public void draw(Graphics g){
g.drawImage(playerImg, playerRect.x, playerRect.y, null);
}
private void drawBlackOutline(Graphics g){
g.setColor(Color.BLACK);
g.drawRect(hoverX,hoverY, world.blocks[0].width, world.blocks[0].height);
if(hovering){drawBlackOutline(g);}
}
//mouse events
public void mousePressed(MouseEvent e){
}
public void mouseReleased(MouseEvent e){
}
public void mouseMoved(MouseEvent e){
int x = e.getX();
int y = e.getY();
int px = playerRect.x;
int py = playerRect.y;
for(int i =0; i <world.arrayNum; i++){
if(world.blocks[i].contains(x,y)){
hovering = true;
hoverX = world.blocks[i].x;
hoverY = world.blocks[i].y;
break;
}else{hovering = false;}
}
}
public void mouseDragged(MouseEvent e){
}
private class Weapon{
public static final int UNARMED = 0;
public static final int PICKAXE = 1;
public static final int GUN = 2;
public int CURRENT_WEAPON;
public Weapon( int w){
switch(w){
default:
System.out.println("no weapon sellected");
break;
case UNARMED:
CURRENT_WEAPON = UNARMED;
break;
case PICKAXE:
CURRENT_WEAPON = PICKAXE;
break;
case GUN:
CURRENT_WEAPON = GUN;
break;
}
}
public void selectWeapon( int w){
switch(w){
default:
System.out.println("no weapon sellected");
break;
case UNARMED:
CURRENT_WEAPON = UNARMED;
break;
case PICKAXE:
CURRENT_WEAPON = PICKAXE;
break;
case GUN:
CURRENT_WEAPON = GUN;
break;
}
}
public boolean isEquipped(int w){
if(w == CURRENT_WEAPON){
return true;
}
else
return false;
}
}
}
这是矩形绘制到JPanel的地方:
package game;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.JPanel;
public class GamePanel extends JPanel implements Runnable{
private static final long serialVersionUID = 1L;
//Double Buffering
private Image dbImage;
private Graphics dbg;
//JPanel variables
static final int GWIDTH = 900, GHEIGHT = 600;
static final Dimension gameDim = new Dimension(GWIDTH, GHEIGHT);
//Game variables
private Thread game;
private volatile boolean running = false;
public int tickCount = 0;
private static final int DELAYS_BEFORE_YIELD = 10;
private long period = 6*1000000; //ms --> nano
//Game Objects
World world;
Player p1;
public GamePanel(){
world = new World();
p1 = new Player(world);
setPreferredSize(gameDim);
setBackground(Color.WHITE);
setFocusable(true);
requestFocus();
//Handle all key inputs from user
addKeyListener(new KeyAdapter(){
@Override
public void keyPressed(KeyEvent e){
if(e.getKeyCode() == KeyEvent.VK_W){
world.navigateMap(World.PAN_UP);}
if(e.getKeyCode() == KeyEvent.VK_S){
world.navigateMap(World.PAN_DOWN);}
if(e.getKeyCode() == KeyEvent.VK_A){
world.navigateMap(World.PAN_LEFT);}
if(e.getKeyCode() == KeyEvent.VK_D){
world.navigateMap(World.PAN_RIGHT);}
}
@Override
public void keyReleased(KeyEvent e){
world.stopMoveMap();
}
@Override
public void keyTyped(KeyEvent e){
}
});
addMouseListener(new MouseAdapter(){
@Override
public void mousePressed(MouseEvent e){
}
@Override
public void mouseReleased(MouseEvent e){
}
@Override
public void mouseClicked(MouseEvent e){
}
});
addMouseMotionListener(new MouseAdapter(){
@Override
public void mouseMoved(MouseEvent e){
p1.mouseMoved(e);
}
@Override
public void mouseDragged(MouseEvent e){
}
@Override
public void mouseEntered(MouseEvent e){
}
@Override
public void mouseExited(MouseEvent e){
}
});
}
private void startGame(){
if(game == null || !running){
game = new Thread(this);
game.start();
running = true;
}
}
public void addNotify(){
super.addNotify();
startGame();
}
public void stopGame(){
if(running){
running = false;
}
}
public void run() {
long lastTime = System.nanoTime();
long beforeTime, afterTime, diff, sleepTime, overSleepTime = 0;
int delays = 0;
while(running){
beforeTime =System.nanoTime();
gameUpdate();
gameRender();
paintScreen();
afterTime = System.nanoTime();
diff = afterTime - beforeTime;
sleepTime = (period - diff) - overSleepTime;
//if the sleep time is between 0 and the period, sleep
if(sleepTime < period && sleepTime > 0){
try {
game.sleep(sleepTime/1000000L);
overSleepTime = 0;
} catch (InterruptedException e) {
System.err.println("You done goofed!");
}
}
//the difference was greater than the period
else if(diff>period){
overSleepTime = diff - period;
}
//accumulate the amount of delays, and eventually yield
else if(++delays >= DELAYS_BEFORE_YIELD){
game.yield();
}
//the loop took less time than expected,but we need to make up for oversleep time
else{overSleepTime = 0;}}
}
private void gameUpdate(){
if(running && game != null){
//update game state
world.moveMap();
p1.update();
}
}
private void gameRender(){
if(dbImage == null){ //create the buffer
dbImage = createImage(GWIDTH, GHEIGHT);
if(dbImage == null){
System.err.println("dbImage is still null!");
return;
}else{
dbg = dbImage.getGraphics();
}
}
//Clear the screen
dbg.setColor(Color.BLACK);
dbg.fillRect(0, 0, GWIDTH, GHEIGHT);
//Draw Game elements
draw(dbg);
}
//##### Draw all game content in this method #####//
public void draw(Graphics g){
world.draw(g);
p1.draw(g);
//g.setColor(Color.RED);
//g.setFont(new Font("PR Celtic Narrow", Font.BOLD, 50));
//String str = "MentalBrink Lv. 5";
//g.drawString(str, 100,100);
}
private void paintScreen(){
Graphics g;
try{
g = this.getGraphics();
if(dbImage != null && g != null){
g.drawImage(dbImage, 0, 0, null);
}
Toolkit.getDefaultToolkit().sync(); //for Linux people.
g.dispose();
}catch(Exception e){
System.err.println(e);
}
}
private void log(String s){
System.out.println(s);
}
}