我正在使用Slick2D为我的11年级计算机科学项目开发类似Tron的游戏。我被困在了路上。我该如何创建踪迹?如果我创建矩形,我该如何着色?这是我的Game类代码。
package bmtron;
import java.awt.Rectangle;
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Image;
import org.newdawn.slick.Input;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.state.BasicGameState;
import org.newdawn.slick.state.StateBasedGame;
import org.newdawn.slick.state.transition.FadeInTransition;
import org.newdawn.slick.state.transition.FadeOutTransition;
class Game extends BasicGameState {
int stateID = -1;
// Getting the width, height and the scale from Tron.java
int w = Tron.WIDTH;
int h = Tron.HEIGHT;
float s = Tron.SCALE;
// Variable declaration and initialization
float player1x = (480*s), player1y = (540*s);
float player2x = (1440*s), player2y = (540*s);
int direction1x = 5, direction1y = 0;
int direction2x = -5, direction2y = 0;
boolean isDead1 = false, isDead2 = false;
boolean right1 = true, left1 = false, up1 = false, down1 = false;
boolean right2 = false, left2 = true, up2 = false, down2 = false;
// Images that are going to be used in this state
static Image gameBackground = null;
static Image player1 = null;
static Image player2 = null;
// Bounding boxes
Rectangle p1 = new Rectangle((int)(player1x),(int)(player1y),(int)(20*s),(int)(20*s));
Rectangle p2 = new Rectangle((int)(player2x),(int)(player2y),(int)(20*s),(int)(20*s));
public Game(int stateID) {
this.stateID = stateID;
}
@Override
public int getID() {
return stateID;
}
@Override
public void init(GameContainer gc, StateBasedGame sbg) throws SlickException {
gameBackground = new Image("/resources/background/gamebackground.jpg");
player1 = new Image("/resources/images/player1.png");
player2 = new Image("/resources/images/player2.png");
}
@Override
public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException {
gameBackground.draw(0, 0, w, h);
// Drawing the players to the screen
if (isDead1 == false){
player1.draw(player1x,player1y,s);
}else{
player1.destroy();
}
if (isDead2 == false){
player2.draw(player2x,player2y,s);
}else{
player2.destroy();
}
}
@Override
public void update(GameContainer gc, StateBasedGame sbg, int i) throws SlickException {
// Updating the location of the bounding boxes
p1.setLocation((int)(player1x),(int)player1y);
p2.setLocation((int)(player2x),(int)player2y);
Input input = gc.getInput();
getMovement(gc);
// Checking to see if the players went out of bounds
if (player1x>(1920*s)||player1x<1){
isDead1 = true;
player1.destroy();
}else{
player1x +=direction1x;
}
if (player1y>(1080*s)||player1y<1){
isDead1 = true;
player1.destroy();
}else{
player1y +=direction1y;
}
if (player2x>(1920*s)||player2x<1){
isDead2 = true;
player2.destroy();
}else{
player2x +=direction2x;
}
if (player2y>(1080*s)||player2y<1){
isDead2 = true;
player2.destroy();
}else{
player2y +=direction2y;
}
// Exit using escape
if (input.isKeyPressed(Input.KEY_ESCAPE)) {
System.exit(0);
}
// Checking if the two players collide with each other
if (p1.intersects(p2)) {
isDead1 = true;
isDead2 = true;
}
// Checking who has won
if (isDead1 == true && isDead2 == true) {
sbg.enterState(4, new FadeOutTransition(Color.white, 1000), new FadeInTransition(Color.white, 1000));
//System.exit(0);
}
if (isDead2 == true) {
System.err.println("Player 1 has won!");
sbg.enterState(4, new FadeOutTransition(Color.white, 1000), new FadeInTransition(Color.white, 1000));
//System.exit(0);
}
if (isDead1 == true) {
System.err.println("Player 2 has won!");
sbg.enterState(4, new FadeOutTransition(Color.white, 1000), new FadeInTransition(Color.white, 1000));
//System.exit(0);
}
}
private void getMovement(GameContainer gc) {
Input input = gc.getInput();
// Player 1 controls
if (input.isKeyDown(Input.KEY_RIGHT)) {
right1 = true;
left1 = false;
up1 = false;
down1 = false;
}
if (input.isKeyDown(Input.KEY_LEFT)) {
right1 = false;
left1 = true;
up1 = false;
down1 = false;
}
if (input.isKeyDown(Input.KEY_UP)) {
right1 = false;
left1 = false;
up1 = true;
down1 = false;
}
if (input.isKeyDown(Input.KEY_DOWN)) {
right1 = false;
left1 = false;
up1 = false;
down1 = true;
}
// Movement of Player 1
if (right1 == true && player1y % (20*s) == 0){
direction1x = 5;
direction1y = 0;
}else if (left1 == true && player1y % (20*s) == 0){
direction1x = -5;
direction1y = 0;
}else if (up1 == true && player1x % (20*s) == 0){
direction1x = 0;
direction1y = -5;
}else if (down1 == true && player1x % (20*s) == 0){
direction1x = 0;
direction1y = 5;
}
// Player 2 controls
if (input.isKeyDown(Input.KEY_D)) {
right2 = true;
left2 = false;
up2 = false;
down2 = false;
}
if (input.isKeyDown(Input.KEY_A)) {
right2 = false;
left2 = true;
up2 = false;
down2 = false;
}
if (input.isKeyDown(Input.KEY_W)) {
right2 = false;
left2 = false;
up2 = true;
down2 = false;
}
if (input.isKeyDown(Input.KEY_S)) {
right2 = false;
left2 = false;
up2 = false;
down2 = true;
}
// Movement of Player 2
if (right2 == true && player2y % (20*s) == 0){
direction2x = 5;
direction2y = 0;
}else if (left2 == true && player2y % (20*s) == 0){
direction2x = -5;
direction2y = 0;
}else if (up2 == true && player2x % (20*s) == 0){
direction2x = 0;
direction2y = -5;
}else if (down2 == true && player2x % (20*s) == 0){
direction2x = 0;
direction2y = 5;
}
}
}
答案 0 :(得分:-1)
我没有那么多LWJGL或Slick 2d,但是如何着色:
glBegin(GL_QUADS);
Color.white(or the color of choice).bind();
glVertex2f(x, y);
glVertex2f(x2, y2);
glVertex2f(x3, y3);
glVertex2f(x4, y4);
glEnd();
我目前没有计算机可以测试,但是对于淡入淡出效果,请尝试:
//call when the effect is to begin
//If you don't have a set update rate
counter++
//If you lock logic update rate
counter += 1.0f * delta
private float r, b, g //I think opengl uses RBG, but the name doesn't matter
public setFade(){
//the 5 can be changed to however long you want the ribbon to stay visible
if(counter > 5); r-- (or r -= 1.0f * delta);
if(counter > 5); b-- (or b -= 1.0f * delta);
if(counter > 5); g-- (or g -= 1.0f * delta);
}
绘制矩形的位置应如下所示:
glClearColor(r, b, g, 0.0f);
glBegin(GL_QUADS);
Color.white(or the color of choice).bind();
glVertex2f(x, y);
glVertex2f(x2, y2);
glVertex2f(x3, y3);
glVertex2f(x4, y4);
glEnd();
你只需把它画成彩带的块。
你也可以通过从不调用glClearColor来技术上达到这个效果,但唯一的问题是颜色永远不会被清除,并且在一段时间后性能问题开始发生并且没有褪色效果,它只会跟踪
我现在还没有计算机来测试这个,但是逻辑似乎是正确的,如果它不起作用那么它至少应该为你正在寻找的逻辑类型设置一个基础。