我尝试通过创建一个从侧面反弹并减速的球来重新创建一些物理。球在x方向上停止移动,但它在y方向上仅向上和向下振动1个像素。它也会在底部边框上方稍微做一点。
另外,我的代码是可读/良好的做法吗?
Bouncy.java
package Bouncy;
import javax.swing.*;
public class Bouncy {
private static void createAndShowGui() {
JFrame frame = new JFrame("Bouncy Balls");
Board board = new Board();
frame.getContentPane().add(board);
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setLocation(2000, 50);
board.requestFocusInWindow();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> createAndShowGui());
}
}
Board.java
package Bouncy;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class Board extends JPanel implements ActionListener {
public static final int BOARDWIDTH = 800;
public static final int BOARDHEIGHT = 800;
private Ball ball;
public Board() {
Dimension preferedDimension = new Dimension(BOARDWIDTH, BOARDHEIGHT);
setPreferredSize(preferedDimension);
ball = new Ball(15, 0);
Timer animationTimer = new Timer(17, this);
animationTimer.start();
}
public void actionPerformed(ActionEvent e) {
ball.applyPhysics();
repaint();
}
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
RenderingHints rh = new RenderingHints(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHints(rh);
ball.display(g2d);
g2d.dispose();
}
}
Ball.java
package Bouncy;
import java.awt.*;
public class Ball {
private int xPos;
private int yPos;
private double dx;
private double dy;
private int ballWidth;
private int ballHeight;
public Ball() {
this(0, 0);
}
public Ball(int dx, int dy) {
ballWidth = 50;
ballHeight = ballWidth;
xPos = 0;
yPos = 0;
this.dx = dx;
this.dy = dy;
}
public void applyPhysics() {
bounceX();
applyXFriction();
bounceY();
}
public void bounceX() {
if (xPos > Board.BOARDWIDTH - ballWidth) {
xPos = Board.BOARDWIDTH - ballWidth;
dx = -dx;
} else if (xPos < 0) {
xPos = 0;
dx = -dx;
} else {
xPos += dx;
}
}
public void applyXFriction() {
final double xFriction = .95;
if (yPos == Board.BOARDHEIGHT - ballHeight) {
dx *= xFriction;
if (Math.abs(dx) < .5) {
dx = 0;
}
}
}
public void bounceY() {
final int gravity = 12;
final double energyLoss = .75;
final double dt = .2;
if (yPos > Board.BOARDHEIGHT - ballHeight){
yPos = Board.BOARDHEIGHT - ballHeight;
dy = -dy * energyLoss;
} else if (yPos < 0) {
yPos = 0;
dy *= -energyLoss;
} else {
dy += gravity * dt;
yPos += dy * dt + .5 * gravity * dt * dt;
}
}
public void display(Graphics2D g2d) {
g2d.fillOval(xPos, yPos, ballWidth, ballHeight);
}
}
答案 0 :(得分:5)
在你的应用摩擦方法中,你将dx设置为0,同时将dy设置为0.这将阻止球沿X轴和Y轴移动
if (Math.abs(dx) < .5)
{
dx = 0;
dy = 0;
}
这将阻止球振动:
if (Math.abs(dy * dt + .5 * gravity * dt * dt) < 1.5 && yPos == Board.BOARDHEIGHT - ballHeight)
{
dy = 0;
yPos = Board.BOARDHEIGHT - ballHeight;
}