我正在制作一款游戏。当我扩展我的Block类时,它显示错误。
错误: 隐式超级构造函数Block()未定义。必须显式调用另一个构造函数
代码:
Game.java:
package lt.projecturanium;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferStrategy;
import java.util.HashMap;
import javax.swing.JFrame;
import lt.projecturanium.blocks.Block;
import lt.projecturanium.blocks.BlockRectangle;
import lt.projecturanium.entity.Player;
@SuppressWarnings("unused")
public class Game extends Canvas implements Runnable{
private static final long serialVersionUID = 1L;
private static JFrame _frame;
public static Game _instance;
private static final String TITLE = "Project Uranium";
private static final int WIDTH = 650;
private static final int HEIGHT = WIDTH * 3 / 4;
private static final int UPDATE_RATE = 50;
private static final int RENDER_RATE = 100;
public static HashMap<Block, Coordinates> blocks = new HashMap<Block, Coordinates>();
public int rectx = 0;
public int recty = 0;
public int rectID = 0;
public boolean hitted = false;
public float interpolation;
public static final Dimension SIZE = new Dimension(WIDTH, HEIGHT);
private Thread _thread;
private boolean _running;
private int _totalTicks = 0;
private int _tps = 0;
private int _fps = 0;
public Game()
{
_instance = this;
setPreferredSize(SIZE);
setMinimumSize(SIZE);
setMaximumSize(SIZE);
_frame = new JFrame(TITLE);
_frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
_frame.setLayout(new BorderLayout());
_frame.add(_instance, BorderLayout.CENTER);
_frame.pack();
_frame.setResizable(false);
_frame.setLocationRelativeTo(null);
_frame.setVisible(true);
createBufferStrategy(2);
blocks.put(new Block(new BlockRectangle(200)), new Coordinates(30, 50));
}
public synchronized void start()
{
_running = true;
_thread = new Thread(this, TITLE+"_main");
_thread.start();
}
public synchronized void stop()
{
_running = false;
if (_thread != null)
{
try {
_thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void paint(Graphics g) {
super.paint(g); // fixes the immediate problem.
Graphics2D g2 = (Graphics2D) g;
g2.drawString("FPS: " + _fps + "\n TPS: " + _tps, 10, 10);
if (hitted)
{
recty = 0;
rectx += 21;
rectID++;
blocks.put(new Block(new BlockRectangle(rectID)), new Coordinates(rectx, recty));
hitted = false;
}
recty++;
g2.drawImage(Player.getTexture(), 60, 60, null);
g2.drawRect(rectx, recty, 20, 20);
g2.setColor(new Color(101, 67, 33));
g2.fillRect(0, 430, getWidth(), getHeight());
g2.setColor(new Color(0, 100, 0));
g2.fillRect(0, 420, getWidth(), 10);
g2.setColor(Color.BLACK);
if (recty == (419 - 20))
{
hitted = true;
}
}
public void run() {
double lastUpdateTime = System.nanoTime();
double lastRenderTime = lastUpdateTime;
final int ns = 1000000000;
final double nsPerUpdate = (double) ns / UPDATE_RATE;
final double nsPerRender = (double) ns / RENDER_RATE;
final int maxUpdatesBeforeRender = 5;
int lastSecond = (int) (lastUpdateTime / ns);
int tickCount = 0;
int renderCount = 0;
while (_running) {
long currTime = System.nanoTime();
int tps = 0;
while ((currTime - lastUpdateTime) > nsPerUpdate && tps < maxUpdatesBeforeRender) {
update();
tickCount++;
_totalTicks++;
tps++;
lastUpdateTime += nsPerUpdate;
interpolation = Math.min(1.0F, (float) ((currTime - lastUpdateTime) / nsPerUpdate));
render(interpolation, getGraphics());
}
if (currTime - lastUpdateTime > nsPerUpdate) {
lastUpdateTime = currTime - nsPerUpdate;
}
if (currTime - lastRenderTime == maxUpdatesBeforeRender + 1)
{
render(interpolation, getGraphics());
}
renderCount++;
lastRenderTime = currTime;
int currSecond = (int) (lastUpdateTime / ns);
if (currSecond > lastSecond) {
_tps = tickCount;
_fps = renderCount;
tickCount = 0;
renderCount = 0;
lastSecond = currSecond;
_frame.setTitle(TITLE + " | TPS: " + _tps + " | FPS: "+ _fps);
}
while (currTime - lastRenderTime < nsPerRender && currTime - lastUpdateTime < nsPerUpdate) {
Thread.yield();
try {
Thread.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
currTime = System.nanoTime();
}
}
}
public void update()
{
_frame.pack();
}
public void render(float interp, Graphics g)
{
BufferStrategy myStrategy = getBufferStrategy();
Graphics gra = myStrategy.getDrawGraphics();
paint(gra);
g.dispose();
myStrategy.show();
//System.out.println("Grass x: " + blocks.get("grass").getX() + " y: " + blocks.get("grass").getY());
System.out.println("Stone x: " + blocks.get(new Block(new BlockRectangle(rectID))).getX() + " y: " + blocks.get(new Block(new BlockRectangle(rectID))).getY());
}
}
Block.java:
package lt.projecturanium.blocks;
public class Block {
private Block block;
public Block (Block block){
this.block = this;
}
public Block getBlock() {
return block;
}
public Block getBlockById(int id)
{
return block;
}
}
BlockRectangle.java:
package lt.projecturanium.blocks;
import java.awt.Image;
import java.io.IOException;
import java.util.HashMap;
import javax.imageio.ImageIO;
import lt.projecturanium.Game;
public class BlockRectangle extends Block{
private int id;
private static HashMap<Integer, BlockRectangle> rects = new HashMap<Integer, BlockRectangle>();
public BlockRectangle(int id)
{
this.id = id;
}
public int getID()
{
return this.id;
}
public static BlockRectangle getByID(int id)
{
return rects.get(id);
}
public static Image getTexture()
{
try{
return ImageIO.read(Game._instance.getClass().getClassLoader().getResource("../res/player.png"));
}
catch(IOException e)
{
e.printStackTrace();
}
return null;
}
}
Coordinates.java:
package lt.projecturanium;
public class Coordinates {
private int x;
private int y;
public Coordinates(int x, int y)
{
this.x = x;
this.y = y;
}
public int getX()
{
return this.x;
}
public int getY()
{
return this.y;
}
}
答案 0 :(得分:1)
public class BlockRectangle extends Block
BlockRectangle 扩展阻止。因此,在 BlockRectangle 的构造函数中,您必须首先通过 super()调用 Block 的构造函数。
public BlockRectangle(int id){
//This line is optional if Block has an empty constructor.
super([...]);
this.id = id;
}
如果 Block 有一个空的构造函数,它将被隐式调用。事实并非如此。因此,您必须自己默默地调用 super()(或定义一个空构造函数)。
注意:如果阻止根本没有构造函数,则会隐式创建一个空构造函数。
答案 1 :(得分:0)
由于您定义了构造函数,因此Java不再提供默认构造函数。因此,您必须自己定义一个无效的构造函数:
public Block()
{
}
另外,我不确定为什么要保留Block
对自己的引用。鉴于您在Block
类上的方法,您可能希望了解有关继承的更多信息。我认为你在滥用它。
答案 2 :(得分:0)
您收到此错误是因为构造函数
public BlockRectangle(int id)
{
this.id = id;
}
隐式调用super
无参数构造函数,该构造函数应为Block(){}
由于您已明确定义了类的构造函数,因此编译器不会提供默认的无参数构造函数。所以你应该手动创建它。
在您的Block(){}
课程中添加无参数构造函数Block
,它将解决您的问题。
答案 3 :(得分:0)
BlockRectangle(...)
需要调用super(null)
,因为隐式(=未写入代码)
super()
(Block()
)不存在。
答案 4 :(得分:0)
默认构造函数仅在您尚未为该类定义任何其他构造函数时才存在。如果没有手动调用其他构造函数,则子类的构造函数会默默调用super(),这意味着它们会尝试调用默认构造函数。
您可以通过自己在Block类中创建无参数构造函数或通过在每个子类中通过super调用现有构造函数来解决此问题。
答案 5 :(得分:0)
只要您没有明确定义另一个Java类,Java类就有一个隐式默认构造函数。这就是您在Block
课程中所做的。
现在,如果你有一个带有构造函数的子类,则会隐含地调用超类的默认构造函数。
public BlockRectangle(int id)
{
// Tries to call super() implictly which doesn't exist anymore
this.id = id;
}
您可以通过在超类
中显式定义其他默认构造函数来解决此问题public Block()
{
}
或通过显式调用非默认超类构造函数
public BlockRectangle(int id)
{
super(new Block());
this.id = id;
}
至于另一个主题:Block
中的构造函数确实没有任何意义:
public Block (Block block){
this.block = this;
}
您忽略了参数并将字段设置为this
。这没有任何意义,因为this
参考在课堂上总是可用。