我正在使用Java编写平台游戏,我正在手动编写播放器动画。我分别为每个肢体制作动画,改变位置和旋转。当玩家面向右侧时,这种方法很好,但是当玩家面向左侧时,我不知道如何处理旋转以使玩家向左转时看起来相同。每个身体部位的位置都相对于玩家的x和y值存储,所以我真的需要一种水平翻转旋转的方法。我知道我并没有很好地解释这一点,但如果有人理解我想说的并且可以提供帮助,我会非常感激。先感谢您。 :)
答案 0 :(得分:1)
所以基本的想法是通过将一个轴缩放一个负值(Graphics
)来简单地翻转/镜像-1
上下文。
这可以通过简单地使用Graphics#scale
来完成,例如,水平翻转图形,你只需使用
graphics.scale(-1, 1);
您需要将Graphics
翻译为可查看区域的宽度,并使用Graphics#translate
在可视区域内重新定位图像。
此后绘制的所有内容都会受到更改的影响。因此,您应该在每次重大更改之前拍摄Graphics
上下文的快照,只需确保在完成后dispose
{...}} ...
这是一个(相当可悲的动画明智)示例......基本上,当您按下左箭头或右箭头时,会翻转一个标志并重新绘制场景。根据标志,Graphics
上下文被翻转/镜像......
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class AnimateCharacter {
public static void main(String[] args) {
new AnimateCharacter();
}
public AnimateCharacter() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private BufferedImage body;
private BufferedImage[] legs;
private double[] angels;
private double[] deltas;
private Point[] pivots = new Point[]{
// Foreground...
new Point(100, 227), // Foreleg
new Point(155, 201), // Hindleg
// Background...
new Point(93, 218), // Foreleg
new Point(143, 195), // Hindleg
};
private Point[] locations = new Point[]{
// Foreground...
new Point(67, 221), // Foreleg
new Point(124, 172), // Hindleg
// Background...
new Point(60, 219), // Foreleg
new Point(112, 166), // Hindleg
};
private int direction = 1;
public TestPane() {
legs = new BufferedImage[4];
angels = new double[]{
45,
40,
-5,
0
};
deltas = new double[]{
-4,
-4,
4,
4
};
try {
body = ImageIO.read(getClass().getResource("/Body.png"));
// Foreground...
legs[0] = ImageIO.read(getClass().getResource("/ForeLeg.png"));
legs[1] = ImageIO.read(getClass().getResource("/HindLeg.png"));
// Background...
legs[2] = ImageIO.read(getClass().getResource("/ForeLeg.png"));
legs[3] = ImageIO.read(getClass().getResource("/HindLeg.png"));
} catch (IOException exp) {
exp.printStackTrace();
}
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
for (int index = 0; index < angels.length; index++) {
angels[index] += deltas[index];
if (angels[index] < -45) {
angels[index] = -45;
deltas[index] *= -1;
} else if (angels[index] > 45) {
angels[index] = 45;
deltas[index] *= -1;
}
}
repaint();
}
});
timer.start();
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), "left");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), "right");
am.put("left", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent e) {
direction = 1;
repaint();
}
});
am.put("right", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent e) {
direction = -1;
repaint();
}
});
}
@Override
public Dimension getPreferredSize() {
return body == null ? new Dimension(200, 200) : new Dimension(body.getWidth() + 50, body.getHeight() + 50);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
applyQualityRenderingHints(g2d);
int x = (getWidth() - body.getWidth()) / 2;
int y = (getHeight() - body.getHeight()) / 2;
if (direction < 0) {
g2d.scale(-1, 1);
g2d.translate(-getWidth(), 0);
}
// Background legs...
drawLegs(g2d, x, y, 2);
g2d.drawImage(body, x, y, this);
// Foreground legs...
drawLegs(g2d, x, y, 0);
g2d.dispose();
}
protected void drawLegs(Graphics2D g2d, int x, int y, int offset) {
for (int index = 0; index < 2; index++) {
Graphics2D copy = (Graphics2D) g2d.create();
copy.translate(x, y);
int leg = index + offset;
int pivotX = pivots[leg].x;
int pivotY = pivots[leg].y;
copy.rotate(Math.toRadians(angels[leg]), pivotX, pivotY);
copy.drawImage(
legs[leg],
locations[leg].x,
locations[leg].y,
this);
copy.dispose();
}
}
public void applyQualityRenderingHints(Graphics2D g2d) {
g2d.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
g2d.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE);
// g2d.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
}
}
}
魔术发生在一些地方......
首先复制Graphics
上下文,然后使用scale
翻译(如果需要)...
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
//...
if (direction < 0) {
g2d.scale(-1, 1);
g2d.translate(-getWidth(), 0);
}
绘画腿时我也使用相同的技术......
protected void drawLegs(Graphics2D g2d, int x, int y, int offset) {
for (int index = 0; index < 2; index++) {
Graphics2D copy = (Graphics2D) g2d.create();
copy.translate(x, y);
//...
copy.rotate(Math.toRadians(angels[leg]), pivotX, pivotY);
copy.drawImage(
legs[leg],
locations[leg].x,
locations[leg].y,
this);
copy.dispose();
}
这会将更改隔离到Graphics
上下文的副本,每个副本将继承其父级的当前状态,使其成为一种非常有用的技术......