这里我有一个代码,图片在地图上移动。
如何在与地图图块交互时使这张照片更清晰?我是java的初学者,所以我没有想法。非常欢迎任何帮助或建议。
代码:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import java.io.BufferedReader;
import java.io.FileNotFoundException;
import java.io.FileReader;
import java.io.IOException;
import java.io.InputStreamReader;
import javax.swing.Timer;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import org.omg.CORBA.portable.InputStream;
import java.io.Reader;
public class NewTest extends JFrame implements KeyListener {
/**
*
*/
private static final long serialVersionUID = 1L;
private Image TestImage;
private BufferedImage bf;
private BufferedImage bufferedImage;
private int cordX = 100;
private int cordY = 100;
public int mapy=25;
public int mapx=mapy;
public int size= 20;
private boolean down, up, left, right;
private Image wall = Toolkit.getDefaultToolkit().getImage("image/Koala.jpg");
private Image no = Toolkit.getDefaultToolkit().getImage("image/house.jpg");
public static int[][]
map = {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 10, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 11},
{0, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 3, 0, 4, 0, 5, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{0, 12, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 13}};
public NewTest() throws IOException {
setTitle("Testing....");
setSize(mapy*size+50,mapx*size+50);
imageLoader();
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
}
public void imageLoader() throws IOException {
TestImage = Toolkit.getDefaultToolkit().getImage("image/Koala.jpg");
addKeyListener(this);
}
public void update(Graphics g){
paint(g);
}
public void paint(Graphics g){
bf = new BufferedImage( this.getWidth(),this.getHeight(), BufferedImage.TYPE_INT_RGB);
try{
animation(bf.getGraphics());
g.drawImage(bf,0,0,null);
}catch(Exception ex){
}
}
public void animation(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D)g;
for (int y = 0; y <= mapy; y++){
for (int x = 0; x <= mapx; x++){
int L = x * size;
int U = y * size;
int R = size;
int D = size;
/// g2d.rotate(Math.toRadians(-90));
if (map[y][x] == 1){
//no black wall
g2d.setColor(Color.green);
g2d.fillRect(L, U, R, D);
}else if (map[y][x] == 2){
//on left
g2d.setColor(Color.green);
g2d.fillRect(L, U, R, D);
g2d.setColor(Color.black);
g2d.fillRect(L-size/2 +2, U, 8, size);
}else if (map[y][x] == 3){
//on right
g2d.setColor(Color.green);
g2d.fillRect(L, U, R, D);
g2d.setColor(Color.black);
g2d.fillRect(L+size, U, 8, size);
}else if (map[y][x] == 4){
//on top
g2d.setColor(Color.green);
g2d.fillRect(L, U, R, D);
g2d.setColor(Color.black);
g2d.fillRect(L, U-size/2 + 2, size, 8);
}else if (map[y][x] == 5){
//on bottom
g2d.setColor(Color.green);
g2d.fillRect(L, U, R, D);
g2d.setColor(Color.black);
g2d.fillRect(L, U+size, size, 8);
}else if (map[y][x] == 10){
//on bottom
g2d.setColor(Color.green);
g2d.fillRect(L, U, R, D);
g2d.setColor(Color.black);
g2d.fillRect(L, U-size/2 + 2, size, 8);
g2d.fillRect(L-size/2 +2, U, 8, size );
}else if (map[y][x] == 11){
//on bottom
g2d.setColor(Color.green);
g2d.fillRect(L, U, R, D);
g2d.setColor(Color.black);
g2d.fillRect(L, U+size, size, 8);
}else if (map[y][x] == 12){
//on bottom
g2d.setColor(Color.green);
g2d.fillRect(L, U, R, D);
g2d.setColor(Color.black);
g2d.fillRect(L, U+size, size, 8);
}else if (map[y][x] == 13){
//on bottom
g2d.setColor(Color.green);
g2d.fillRect(L, U, R, D);
g2d.setColor(Color.black);
g2d.fillRect(L, U+size, size, 8);
}
}
}
g.drawImage(TestImage, cordX, cordY,20 , 20, this);
}
public static void main(String[] args) {
try {
new NewTest();
} catch (IOException e) {
e.printStackTrace();
}
}
public void keyPressed(KeyEvent ke) {
switch (ke.getKeyCode()) {
case KeyEvent.VK_RIGHT:
right = true;
break;
case KeyEvent.VK_LEFT:
left = true;
break;
case KeyEvent.VK_DOWN:
down = true;
break;
case KeyEvent.VK_UP:
up = true;
break;
}
updateState();
}
public void keyReleased(KeyEvent ke) {
switch (ke.getKeyCode()) {
case KeyEvent.VK_RIGHT:
right = false;
break;
case KeyEvent.VK_LEFT:
left = false;
break;
case KeyEvent.VK_DOWN:
down = false;
break;
case KeyEvent.VK_UP:
up = false;
break;
}
updateState();
}
protected void updateState() {
if (right) {
cordX += 5;
} else if (left) {
cordX -= 5;
}
if (down) {
cordY += 5;
} else if (up) {
cordY -= 3;
}
if (down && up) {
cordY += 0;
cordX += 0;
}
if (right && left) {
cordX += 0;
cordY += 0;
}
System.out.printf("X:");System.out.println(cordX);
System.out.printf("Y:");System.out.println(cordY);
repaint();
}
public void keyTyped(KeyEvent ke) {
}
}
谢谢你的帮助!
答案 0 :(得分:0)
好的方法是分离视觉和现实模型。它意味着在程序的深处,你有“物理规则”和所有对象,并且基于该模型,你可以绘制它。
您可以从创建类
开始public class ObjectInMyGame{
private int posx;
private int posy;
private int width;
private int height;
private Image image;
private int movingX;
private int movingY;
//Note that it is good to use Point or something like that, instead of posx, posy.
}
然后有一种“游戏控制器”是好的,它正在运行你的整个世界。
public class GameController{
List<ObjectInMyGame> objects;
public updateGame(){
for (ObjectInMyGame object : objects){
object.doSomething(); //sometimes it is good idea to let objects itself do something
}
}
}
例如,当您移动对象时,您可以检查是否发生碰撞然后决定要做什么。