我的问题是我有一个长度为X的图像,我想制作它以便图像在我的游戏背景中不断滚动。
为了做到这一点,对于玩家而言,下一个背景图像必须在前一个图像结束时重新绘制,这是我无法弄清楚的。
目前我可以连续重绘图像,但就像旧图像结束时一样,新图像将被拉回(0,0),因此很明显背景正在重新绘制。
我知道问题所在,但解决方案是避开我。问题是当我重新绘制图像时,我将位置重置为0.我无法想出另一种方法来做到这一点,所以也许有人可以帮助我。
只是注意JPanel的宽度是1000。
以下是目前的代码:
package cje.chris.edwards.game;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.*;
public class Board extends JPanel implements ActionListener{
Player player;
Image background;
Timer timer;
private int scrollSpeed, location;
public Board(){
player = new Player();
this.addKeyListener(new Listener());
setFocusable(true);
ImageIcon img_ic = new ImageIcon("map.png");
background= img_ic.getImage();
location = 0;
//5 milliseconds
scrollSpeed = -2;
timer = new Timer(5, this);
timer.start();
}
@Override
public void actionPerformed(ActionEvent e) {
//called using timer.start() and its delay
repaint();
}
public void paint(Graphics g){
super.paint(g);
Graphics2D graphics_2d = (Graphics2D) g;
//This is the section where my problem lies.
if(location != 0 && Math.abs(location) % (background.getWidth(null) - 1000) == 0){
graphics_2d.drawImage(background, 1000, 0, null);
location = 0;
}
graphics_2d.drawImage(background, location += scrollSpeed, 0, null);
graphics_2d.drawImage(player.getImage(), 50, 100, null);
System.out.println(location);
}
private class Listener extends KeyAdapter{
public void keyPressed(KeyEvent e){
scrollSpeed = -1;
player.move(e);
}
}
}
有没有办法可以将位置重置到最后一张图片的末尾?所以它看起来完全无缝。再次感谢!
这是我正在使用的图片,以防万一有人想尝试我的代码: https://warosu.org/data/ic/img/0015/95/1385339455019.png
答案 0 :(得分:1)
试试这个
public void paint(Graphics g){
super.paint(g);
Graphics2D graphics_2d = (Graphics2D) g;
// define bounds by width of image
while (location > background.getWidth(null)){
location -= background.getWidth(null);
}
while (location < -background.getWidth(null)){
location += background.getWidth(null);
}
// draw image twice to handle any overlap
graphics_2d.drawImage(background, location += scrollSpeed, 0, null);
graphics_2d.drawImage(background, location + background.getWidth(null), 0, null);
System.out.println(location);
}