我对java很新鲜,但我想创建一个探索式游戏。我研究了最近两周,并且能够在一些非常好的地形上实施钻石平方算法。但现在我无法弄清楚如何移动地图以及如何继续随机生成。这是我到目前为止所拥有的。
Game.java
package com.game.main;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.util.Random;
//import java.util.Random;
public class Game extends Canvas implements Runnable{
private static final long serialVersionUID = 5420209024354289119L;
public static final int WIDTH = 1000, HEIGHT = WIDTH / 12 * 9;
private Thread thread;
private boolean running = false;
//private Random r;
private Handler handler;
public Game(){
handler = new Handler();
this.addKeyListener(new KeyInput(handler));
new Window(WIDTH, HEIGHT, "Game", this);
final int[][] map = DSAlgorithm.makeHeightMap(10, 45, 200);
//r = new Random();
handler.addObject(new Player(WIDTH/2 - 32, HEIGHT/2 - 32, ID.Player));
//handler.addObject(new World(0, 0, ID.World));
int squareSize = 10;
for(int y = 0; y < map.length; y+=squareSize){
for(int x = 0; x < map.length; x+=squareSize){
int value = map[x][y];
handler.addObject(new TerrianTile(x, y, value));
}
}
}
public synchronized void start(){
thread = new Thread(this);
thread.start();
running = true;
}
public synchronized void stop(){
try {
thread.join();
running = false;
} catch (Exception e) {
e.printStackTrace();
}
}
public void run(){
long lastTime = System.nanoTime();
double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
long timer = System.currentTimeMillis();
int frames = 0;
while (running){
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
while(delta >= 1){
tick();
delta --;
}
if (running)
render();
frames++;
if (System.currentTimeMillis() - timer > 1000){
timer += 1000;
System.out.println("FPS: " + frames);
frames = 0;
}
}
stop();
}
private void tick(){
handler.tick();
}
private void render(){
BufferStrategy bs = this.getBufferStrategy();
if (bs == null){
this.createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.setColor(Color.black);
g.fillRect(0, 0, WIDTH, HEIGHT);
handler.render(g);
g.dispose();
bs.show();
}
public static void main(String args[]){
new Game();
}
public static int randInt(int min, int max){
Random rand = new Random();
int randomNum = rand.nextInt((max - min) + 1) + min;
return randomNum;
}
}
Window.java
package com.game.main;
import java.awt.Canvas;
import java.awt.Dimension;
import javax.swing.JFrame;
public class Window extends Canvas {
private static final long serialVersionUID = -1478604005915452565L;
public Window(int width, int height, String title, Game game) {
JFrame frame = new JFrame(title);
frame.setPreferredSize(new Dimension(width, height));
frame.setMaximumSize(new Dimension(width, height));
frame.setMinimumSize(new Dimension(width, height));
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.add(game);
frame.setVisible(true);
game.start();
}
}
DSAlgorithm.java
package com.game.main;
public class DSAlgorithm {
/**
* This method uses the seed value to initialize the four corners of the
* map. The variation creates randomness in the map. The size of the array
* is determined by the amount of iterations (i.e. 1 iteration -> 3x3 array,
* 2 iterations -> 5x5 array, etc.).
*
* @param iterations
* the amount of iterations to do (minimum of 1)
* @param seed
* the starting value
* @param variation
* the amount of randomness in the height map (minimum of 0)
* @return a height map in the form of a 2-dimensional array containing
* integer values or null if the arguments are out of range
*/
public static int[][] makeHeightMap(int iterations, int seed, int variation) {
if (iterations < 1 || variation < 0) {
return null;
}
int size = (1 << iterations) + 1;
int[][] map = new int[size][size];
final int maxIndex = map.length - 1;
// seed the corners
map[0][0] = seed;
map[0][maxIndex] = seed;
map[maxIndex][0] = seed;
map[maxIndex][maxIndex] = seed;
for (int i = 1; i <= iterations; i++) {
int minCoordinate = maxIndex >> i;// Minimum coordinate of the
// current map spaces
size = minCoordinate << 1;// Area surrounding the current place in
// the map
diamondStep(minCoordinate, size, map, variation);
squareStepEven(minCoordinate, map, size, maxIndex, variation);
squareStepOdd(map, size, minCoordinate, maxIndex, variation);
variation = variation >> 1;// Divide variation by 2
}
return map;
}
/**
* Calculates average values of four corner values taken from the smallest
* possible square.
*
* @param minCoordinate
* the x and y coordinate of the first square center
* @param size
* width and height of the squares
* @param map
* the height map to fill
* @param variation
* the randomness in the height map
*/
private static void diamondStep(int minCoordinate, int size, int[][] map,
int variation) {
for (int x = minCoordinate; x < (map.length - minCoordinate); x += size) {
for (int y = minCoordinate; y < (map.length - minCoordinate); y += size) {
int left = x - minCoordinate;
int right = x + minCoordinate;
int up = y - minCoordinate;
int down = y + minCoordinate;
// the four corner values
int val1 = map[left][up]; // upper left
int val2 = map[left][down]; // lower left
int val3 = map[right][up]; // upper right
int val4 = map[right][down];// lower right
calculateAndInsertAverage(val1, val2, val3, val4, variation,
map, x, y);
}
}
}
/**
* Calculates average values of four corner values taken from the smallest
* possible diamond. This method calculates the values for the even rows,
* starting with row 0.
*
* @param minCoordinate
* the x-coordinate of the first diamond center
* @param map
* the height map to fill
* @param size
* the length of the diagonals of the diamonds
* @param maxIndex
* the maximum index in the array
* @param variation
* the randomness in the height map
*/
private static void squareStepEven(int minCoordinate, int[][] map,
int size, int maxIndex, int variation) {
for (int x = minCoordinate; x < map.length; x += size) {
for (int y = 0; y < map.length; y += size) {
if (y == maxIndex) {
map[x][y] = map[x][0];
continue;
}
int left = x - minCoordinate;
int right = x + minCoordinate;
int down = y + minCoordinate;
int up = 0;
if (y == 0) {
up = maxIndex - minCoordinate;
} else {
up = y - minCoordinate;
}
// the four corner values
int val1 = map[left][y]; // left
int val2 = map[x][up]; // up
int val3 = map[right][y];// right
int val4 = map[x][down]; // down
calculateAndInsertAverage(val1, val2, val3, val4, variation,
map, x, y);
}
}
}
/**
* Calculates average values of four corner values taken from the smallest
* possible diamond. This method calculates the values for the odd rows,
* starting with row 1.
*
* @param minCoordinate
* the x-coordinate of the first diamond center
* @param map
* the height map to fill
* @param size
* the length of the diagonals of the diamonds
* @param maxIndex
* the maximum index in the array
* @param variation
* the randomness in the height map
*/
private static void squareStepOdd(int[][] map, int size, int minCoordinate,
int maxIndex, int variation) {
for (int x = 0; x < map.length; x += size) {
for (int y = minCoordinate; y < map.length; y += size) {
if (x == maxIndex) {
map[x][y] = map[0][y];
continue;
}
int left = 0;
int right = x + minCoordinate;
int down = y + minCoordinate;
int up = y - minCoordinate;
if (x == 0) {
left = maxIndex - minCoordinate;
} else {
left = x - minCoordinate;
}
// the four corner values
int val1 = map[left][y]; // left
int val2 = map[x][up]; // up
int val3 = map[right][y];// right
int val4 = map[x][down]; // down
calculateAndInsertAverage(val1, val2, val3, val4, variation,
map, x, y);
}
}
}
/**
* Calculates an average value, adds a variable amount to that value and
* inserts it into the height map.
*
* @param val1
* first of the values used to calculate the average
* @param val2
* second of the values used to calculate the average
* @param val3
* third of the values used to calculate the average
* @param val4
* fourth of the values used to calculate the average
* @param variation
* adds variation to the average value
* @param map
* the height map to fill
* @param x
* the x-coordinate of the place to fill
* @param y
* the y-coordinate of the place to fill
*/
private static void calculateAndInsertAverage(int val1, int val2, int val3,
int val4, int variation, int[][] map, int x, int y) {
int avg = (val1 + val2 + val3 + val4) >> 2;// average
int var = (int) ((Math.random() * ((variation << 1) + 1)) - variation);
map[x][y] = avg + var;
}
public static void main(String[] args) {
}
}
Handler.java
package com.game.main;
import java.awt.Graphics;
import java.util.LinkedList;
public class Handler {
LinkedList<GameObject> object = new LinkedList<GameObject>();
LinkedList<Tiles> tile = new LinkedList<Tiles>();
public void tick(){
for (int i = 0; i < object.size(); i++){
GameObject tempObject = object.get(i);
tempObject.tick();
}
for (int t = 0; t < tile.size(); t++){
Tiles tempObject = tile.get(t);
tempObject.tick();
}
}
public void render(Graphics g){
for (int i = 0; i < object.size(); i++){
GameObject tempObject = object.get(i);
tempObject.render(g);
}
for (int t = 0; t < tile.size(); t++){
Tiles tempObject = tile.get(t);
tempObject.render(g);
}
}
public void addObject(GameObject object){
this.object.add(object);
}
public void removeObject(GameObject object){
this.object.remove(object);
}
public void addObject(Tiles tile){
this.tile.add(tile);
}
public void removeObject(Tiles tile){
this.tile.remove(tile);
}
}
Tiles.java
package com.game.main;
import java.awt.Graphics;
import java.util.LinkedList;
public class Handler {
LinkedList<GameObject> object = new LinkedList<GameObject>();
LinkedList<Tiles> tile = new LinkedList<Tiles>();
public void tick(){
for (int i = 0; i < object.size(); i++){
GameObject tempObject = object.get(i);
tempObject.tick();
}
for (int t = 0; t < tile.size(); t++){
Tiles tempObject = tile.get(t);
tempObject.tick();
}
}
public void render(Graphics g){
for (int i = 0; i < object.size(); i++){
GameObject tempObject = object.get(i);
tempObject.render(g);
}
for (int t = 0; t < tile.size(); t++){
Tiles tempObject = tile.get(t);
tempObject.render(g);
}
}
public void addObject(GameObject object){
this.object.add(object);
}
public void removeObject(GameObject object){
this.object.remove(object);
}
public void addObject(Tiles tile){
this.tile.add(tile);
}
public void removeObject(Tiles tile){
this.tile.remove(tile);
}
}
TerrianTile.java
package com.game.main;
import java.awt.Color;
import java.awt.Graphics;
public class TerrianTile extends Tiles {
public TerrianTile(int x, int y, int tileType) {
super(x, y, tileType);
}
public void tick(){
}
public void render(Graphics g){
if (tileType <= 0){
g.setColor(Color.BLUE);
g.fillRect(x, y, 10, 10);
}
//water
if (tileType > 0 && tileType < 40){
g.setColor(Color.BLUE);
g.fillRect(x, y, 10, 10);
}
//sand
if (tileType >= 40 && tileType < 55){
g.setColor(Color.YELLOW);
g.fillRect(x, y, 10, 10);
}
//grass
if (tileType >= 55 && tileType < 120){
g.setColor(Color.GREEN);
g.fillRect(x, y, 10, 10);
}
//forest
if (tileType >= 120 && tileType < 140){
g.setColor(Color.LIGHT_GRAY);
g.fillRect(x, y, 10, 10);
}
//stone
if (tileType >= 140 && tileType < 170){
g.setColor(Color.GRAY);
g.fillRect(x, y, 10, 10);
}
//snow
if (tileType >= 170){
g.setColor(Color.WHITE);
g.fillRect(x, y, 10, 10);
}
}
}
KeyInput.java
package com.game.main;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class KeyInput extends KeyAdapter{
private Handler handler;
public KeyInput(Handler handler){
this.handler = handler;
}
public void keyPressed(KeyEvent e){
int key = e.getKeyCode();
for (int i = 0; i < handler.object.size(); i++){
GameObject tempObject = handler.object.get(i);
if (tempObject.getId() == ID.Player){
// key events for player 1
if (key == KeyEvent.VK_W) tempObject.setVelY(-5);
if (key == KeyEvent.VK_S) tempObject.setVelY(5);
if (key == KeyEvent.VK_D) tempObject.setVelX(5);
if (key == KeyEvent.VK_A) tempObject.setVelX(-5);
}
}
}
public void keyReleased(KeyEvent e){
int key = e.getKeyCode();
for (int i = 0; i < handler.object.size(); i++){
GameObject tempObject = handler.object.get(i);
if (tempObject.getId() == ID.Player){
// key events for player 1
if (key == KeyEvent.VK_W) tempObject.setVelY(0);
if (key == KeyEvent.VK_S) tempObject.setVelY(0);
if (key == KeyEvent.VK_D) tempObject.setVelX(0);
if (key == KeyEvent.VK_A) tempObject.setVelX(0);
}
}
}
}
不确定是否有方法将图块容纳在矩形中,然后移动矩形。任何帮助将不胜感激。
答案 0 :(得分:0)
我真的不知道你在矩形中移动瓷砖是什么意思,但如果你只是想在某个方向上移动它们,你可以在绘制它们之前使用g.translate(dx,dY)。
或者如果地形没有改变,你可以在开头的图像上绘制它们,然后在不同的位置每帧绘制图像。