我正在制作一个迷宫游戏,仍然需要用墙壁添加碰撞事件。我知道如何处理碰撞,但我不知道如何检测它。如有必要,我的代码如下。
public class Move extends Applet implements KeyListener, MouseListener {
private Rectangle rect;
private ArrayList<Integer> keysDown;
Random randomGenerator = new Random();
int speed = 4;
int level = 1; // change to 0 once start menu works
int xpos;
int ypos;
public static final int START_X_POS = 160;
public static final int START_Y_POS = 160;
public static final int START_WIDTH = 256;
public static final int START_HEIGHT = 64;
boolean startClicked;
Image start;
Image block;
URL base;
MediaTracker mt;
//int randomx = randomGenerator.nextInt(560);
public void init() {
addKeyListener(this);
addMouseListener(this);
keysDown = new ArrayList<Integer>();
rect = new Rectangle(32, 32, 50, 50);
mt = new MediaTracker(this);
try {
base = getDocumentBase();
} catch (Exception e) { }
start = getImage(base, "start_button.png");
block = getImage(base, "block.gif");
try {
mt.waitForAll();
} catch (InterruptedException e) { }
}
public void paint(Graphics g) {
setSize(600, 400);
Graphics2D g2 = (Graphics2D) g;
if (level != 0) {
g2.fill(rect);
Font font = new Font("Arial", Font.BOLD, 18);
g.setFont(font);
//String text = "Speed: " + speed;
String text = "Level: " + level;
FontMetrics fm = g.getFontMetrics();
int x = (getWidth() - fm.stringWidth(text)) / 2;
int y = (getHeight() - fm.getHeight()) + fm.getAscent();
g.drawString(text, x, y);
}
if (level == 1) {
// horizontal blocks
g.drawImage(block, 0, 0, this);
g.drawImage(block, 32, 0, this);
g.drawImage(block, 64, 0, this);
g.drawImage(block, 96, 0, this);
// vertical blocks
g.drawImage(block, 0, 0, this);
g.drawImage(block, 0, 32, this);
g.drawImage(block, 0, 64, this);
g.drawImage(block, 0, 96, this);
}
else { // start menu
g.drawImage(start, 160, 160, this);
}
}
@Override
public void keyPressed(KeyEvent e) {
if (!keysDown.contains(e.getKeyCode()))
keysDown.add(new Integer(e.getKeyCode()));
moveRect();
}
@Override
public void keyReleased(KeyEvent e) {
keysDown.remove(new Integer(e.getKeyCode()));
}
public void moveRect() {
if (level != 0) {
int x = rect.x;
int y = rect.y;
if (keysDown.contains(KeyEvent.VK_UP)) {
y -= speed;
}
if (keysDown.contains(KeyEvent.VK_DOWN)) {
y += speed;
}
if (keysDown.contains(KeyEvent.VK_LEFT)) {
x -= speed;
}
if (keysDown.contains(KeyEvent.VK_RIGHT)) {
x += speed;
}
rect.setLocation(x, y);
repaint();
}
}
@Override
public void keyTyped(KeyEvent e) { }
@Override
public void mouseClicked(MouseEvent me) {
if (level == 0) {
xpos = me.getX();
ypos = me.getY();
if (xpos >= START_X_POS
&& ypos >= START_Y_POS
&& xpos <= START_X_POS + START_WIDTH
&& ypos <= START_X_POS + START_HEIGHT) {
level = 1;
}
}
}
@Override
public void mouseEntered(MouseEvent me) { }
@Override
public void mouseExited(MouseEvent me) { }
@Override
public void mouseReleased(MouseEvent me) { }
@Override
public void mousePressed(MouseEvent me) { }
}
感谢您的帮助!
对于这种奇怪的缩进感到抱歉......
答案 0 :(得分:0)
有趣的是,缩进是关于少数事情之一,并不会让我觉得奇怪; - )
无论如何,我建议你创建一个知道它的大小和位置的Block对象。给它一个简单的#collidesWith(Rectangle)
方法,并在内存中保存它们的列表,检查每一步,你就会被设置。