HI ..我做了一个小游戏。但是这个游戏适用于速度不同的每台计算机。我认为这是关于分辨率。我使用paintcomponent中的所有东西。如果我改变屏幕尺寸,游戏会变慢或变快。如果我在具有不同分辨率的另一台计算机上运行此游戏,它也会有所不同。 这是我的游戏 http://rapidshare.com/files/364597095/ShooterGame.2.6.0.jar
和这里的代码
public class Shooter extends JFrame implements KeyListener, Runnable {
JFrame frame = new JFrame();
String player;
Font startFont, startSubFont, timerFont,healthFont;
Image img;
Image backGround;
Graphics dbi;
URL url1 = this.getClass().getResource("Images/p2.gif");
URL url2 = this.getClass().getResource("Images/p3.gif");
URL url3 = this.getClass().getResource("Images/p1.gif");
URL url4 = this.getClass().getResource("Images/p4.gif");
URL urlMap = this.getClass().getResource("Images/zemin.jpg");
Player p1 = new Player(5, 150, 10, 40, Color.GREEN, url3);
Computer p2 = new Computer(750, 150, 10, 40, Color.BLUE, url1);
Computer p3 = new Computer(0, 0, 10, 40, Color.BLUE, url2);
Computer p4 = new Computer(0, 0, 10, 40, Color.BLUE, url4);
ArrayList<Bullets> b = new ArrayList<Bullets>();
ArrayList<CBullets> cb = new ArrayList<CBullets>();
Thread sheap;
boolean a, d, w, s;
boolean toUp, toDown;
boolean GameOver;
boolean Level2;
boolean newGame, resart, pause;
int S, E;
int random;
int cbSpeed = 0;
long timeStart, timeEnd;
int timeElapsed;
long GameStart, GameEnd;
int GameScore;
int Timer = 0;
int timerStart, timerEnd;
public Shooter() {
sheap = new Thread(this);
sheap.start();
startFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 32);
startSubFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 25);
timerFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16);
healthFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16);
setTitle("Shooter 2.5.1");
setBounds(350, 250, 800, 600);
// setResizable(false);
setBackground(Color.black);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
addKeyListener(this);
a = d = w = s = false;
toUp = toDown = true;
GameOver = true;
newGame = true;
Level2 = false;
S = E = 0;
setVisible(true);
}
public void paint(Graphics g) {
img = createImage(getWidth(), getHeight());
dbi = img.getGraphics();
paintComponent(dbi);
g.drawImage(img, 0, 0, this);
}
public void paintComponent(Graphics g) {
repaint();
timeStart = System.currentTimeMillis();
backGround = Toolkit.getDefaultToolkit().getImage(urlMap);
g.drawImage(backGround, 0, 0, null);
g.setColor(Color.red);
g.setFont(healthFont);
g.drawString("" + player + " Health : " + p1.health, 30, 50);
g.setColor(Color.red);
g.drawString("Computer Health : " + (p2.health + p3.health + p4.health), 600, 50);
g.setColor(Color.BLUE);
g.setFont(timerFont);
g.drawString("Time : " + Timer, 330, 50);
if (newGame) {
g.setColor(Color.LIGHT_GRAY);
g.setFont(startFont);
g.drawString("Well Come To Shoot Game", 200, 190);
g.drawString("Press ENTER To Start", 250, 220);
g.setColor(Color.LIGHT_GRAY);
g.setFont(startSubFont);
g.drawString("Use W,A,S,D and Space For Fire", 200, 250);
g.drawString("GOOD LUCK", 250, 280);
newGame();
}
if (!GameOver) {
for (Bullets b1 : b) {
b1.draw(g);
}
for (CBullets b2 : cb) {
b2.draw(g);
}
update(); // Here MOvements for Player and For Fires
}
if (p1.health <= 0) {
g.setColor(p2.col);
g.setFont(startFont);
g.drawString("Computer Wins ", 200, 190);
g.drawString("Press Key R to Restart ", 200, 220);
GameOver = true;
} else if (p2.health <= 0 && p3.health <= 0 && p4.health <= 0) {
g.setColor(p1.col);
g.setFont(startFont);
g.drawString(""+player+" Wins ", 200, 190);
g.drawString("Press Key R to Resart ", 200, 220);
GameOver = true;
g.setColor(Color.MAGENTA);
g.drawString(""+player+"`s Score is " + Timer, 200, 120);
}
if (Level2) {
if (p3.health >= 0) {
p3.draw(g);
for (CBullets b3 : cb) {
b3.draw(g);
}
} else {
p3.x = 1000;
}
if (p4.health >= 0) {
p4.draw(g);
for (CBullets b4 : cb) {
b4.draw(g);
}
} else {
p4.x = 1000;
}
}
if (p1.health >= 0) {
p1.draw(g);
}
if (p2.health >= 0) {
p2.draw(g);
} else {
p2.x = 1000;
}
}
public void update() {
if (w && p1.y > 54) {
p1.moveUp();
}
if (s && p1.y < 547) {
p1.moveDown();
}
if (a && p1.x > 0) {
p1.moveLeft();
}
if (d && p1.x < 200) {
p1.moveRight();
}
random = 1 * (int) (Math.random() * 100);
if (random > 96) {
if (p2.health >= 0) {
CBullets bo = p2.getCBull();
bo.xVel =-1-cbSpeed;
cb.add(bo);
}
if (Level2) {
if (p3.health >= 0) {
CBullets bo1 = p3.getCBull();
bo1.xVel = -2-cbSpeed;
cb.add(bo1);
}
if (p4.health >= 0) {
CBullets bo2 = p4.getCBull();
bo2.xVel = -4-cbSpeed;
cb.add(bo2);
}
}
}
if (S == 1) {
if (p1.health >= 0) {
Bullets bu = p1.getBull();
bu.xVel = 5;
b.add(bu);
S += 1;
}
}
//Here Also Problem .. When COmputer have More fire then it gaves Array Exeption . Or Player have More Fire
for (int i = cb.size() -1; i >= 0 ; i--) {
boolean bremoved = false;
for (int j = b.size() -1 ; j >=0 ; j--) {
if (b.get(j).rect.intersects(cb.get(i).rect) ||
cb.get(i).rect.intersects(b.get(j).rect)) {
bremoved = true;
b.remove(j);
}
}
if(bremoved)
cb.remove(i);
}
for (int i = 0; i < b.size(); i++) {
b.get(i).move();
if (b.get(i).rect.intersects(p2.rect)) {
if (p2.health >= 0) {
p2.health--;
b.remove(i);
// System.out.println("Hited P2");
i--;
continue;
}
}
if (b.get(i).rect.intersects(p3.rect)) {
if (p3.health >= 0) {
p3.health--;
b.remove(i);
// System.out.println("Hited P3");
i--;
continue;
}
}
if (b.get(i).rect.intersects(p4.rect)) {
if (p4.health >= 0) {
p4.health--;
b.remove(i);
// System.out.println("Hited P4");
i--;
continue;
}
}
if (b.get(i).rect.x > 790) {
b.remove(i);
}
}
for (int j = 0; j < cb.size(); j++) {
cb.get(j).move();
if (cb.get(j).rect.intersects(p1.rect) && cb.get(j).xVel < 0) {
p1.health--;
cb.remove(j);
j--;
continue;
}
}
timeEnd = System.currentTimeMillis();
timeElapsed = (int) (timeEnd - timeStart);
}
public void level2() {
if (p2.health <= 10) {
Level2 = true;
cbSpeed = 4;
p3.x = 750;
p4.x = 750;
p2.speed = 10;
p3.speed = 20;
p4.speed = 30;
}
}
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_ENTER:
newGame = false;
break;
case KeyEvent.VK_P:
pause = true;
break;
case KeyEvent.VK_R:
resart = true;
break;
case KeyEvent.VK_A:
a = true;
break;
case KeyEvent.VK_D:
d = true;
break;
case KeyEvent.VK_W:
w = true;
break;
case KeyEvent.VK_S:
s = true;
break;
case KeyEvent.VK_SPACE:
S += 1;
break;
}
}
public void keyReleased(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_A:
a = false;
break;
case KeyEvent.VK_D:
d = false;
break;
case KeyEvent.VK_W:
w = false;
break;
case KeyEvent.VK_S:
s = false;
break;
case KeyEvent.VK_SPACE:
S = 0;
break;
}
}
public void newGame() {
p1.health = 20;
p2.health = 20;
p3.health = 20;
p4.health = 20;
p3.x = 0;
p4.x = 0;
p2.x = 750;
Level2 = false;
cbSpeed = 0;
p2.speed = 9;
b.removeAll(b);
cb.removeAll(cb);
timerStart = (int) System.currentTimeMillis();
GameOver = false;
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
KeyListener k = new Shooter();
}
});
}
@Override
public void run() {
player = JOptionPane.showInputDialog(frame, "Enter Player Name", "New Player", JOptionPane.DEFAULT_OPTION);
while (true) {
timerEnd = (int) System.currentTimeMillis();
if (resart) {
newGame();
resart = false;
}
if (pause) {
Thread.currentThread().notify();
}
try {
if (!GameOver) {
Timer = timerEnd - timerStart;
level2();
if (p1.y < p2.y && p2.y>60) {
p2.moveUp();
}
if (p1.y < p3.y && p3.y>43) {
p3.moveUp();
}
if (p1.y < p4.y && p4.y>43) {
p4.moveUp();
}
if (p1.y > p2.y && p2.y<535) {
p2.moveDown();
}
if (p1.y > p3.y && p3.y<535) {
p3.moveDown();
}
if (p1.y > p4.y && p4.y<530) {
p4.moveDown();
}
}
if (timeElapsed < 125) {
Thread.currentThread().sleep(125);
}
} catch (InterruptedException ex) {
System.out.print("FInished");
}
}
}
}
答案 0 :(得分:4)
很难从你的挥霍中分辨出来,但我会继续前进然后回答:问题似乎是你不丢帧;只是拖延他们。基本上,你需要将你的游戏逻辑与你的绘图逻辑分开,并绘制尽可能多的帧。这两个应该在不同的线程上,但话说再次,线程是邪恶的。
答案 1 :(得分:3)
您正在寻找的主题是“基于时间的运动”。我没有阅读您的源代码,但您描述的行为看起来像基于帧的移动是问题所在。
这是一个简短的教程,涵盖了基于时间的运动: http://jerome.jouvie.free.fr/OpenGl/Tutorials/Tutorial10.php
这篇文章还更详细地介绍了这个问题,重点关注物理学,但也适用于相当简单的游戏: http://gafferongames.com/game-physics/fix-your-timestep/
编辑:正如另一个答案所述,分离渲染和游戏逻辑会有很大帮助。
答案 2 :(得分:0)
您需要跟踪自上次“勾号”(可能是屏幕重绘)以来的毫秒数,并且只在经过一定时间后更新您的世界状态(例如位置)。否则你的游戏将以屏幕重绘的速度运行,这是不一致的。
假设您希望以25 fps的速度运行,这意味着您应该每秒最多更新游戏状态25次,即每40秒。
答案 3 :(得分:0)
HI再次..我对我的游戏进行了一些修改,比如在线程中绘制和移动对象。现在它在每个计算机的相同速度上工作。如果我改变大小。但问题是我使用了J3DTimer.getValue()。这个库我没有加载Java3d。问题是如果在机器上没有这个库或安装我的游戏不起作用。我怎么能解决这个问题?我应该说每个人都设置Java#d? :))另外我使用了standart System.currentTimeMillis();但现在我的游戏工作很慢......有什么想法?