我正在使用瓷砖地图碰撞制作快速瓷砖地图游戏。问题是,当我碰到一堵墙时,它会粘住。我可以摆脱它,但我的目标是,当你撞到墙壁时,你仍然会摔倒,而不是留在墙上。我试图分别检测碰撞,但它不起作用。这是代码的碰撞部分:
//31 is the amount of blocked tiles.
for(int counter = 0; counter < 31; counter++) {
if(spriteX + 40 + velX >= collisionX[counter] && collisionX[counter] + 100 >= spriteX + velX &&spriteY + 40 + velY >= collisionY[counter] && collisionY[counter] + 100 >= spriteY + velY) {
velX = 0;
velY = 0;
collisions = counter;
} else {
if(counter == collisions && jumping == false) {
fall();
}
}
我知道阵列很笨重,我正在解决这个问题。 这是全班同学:
package Main;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import javax.swing.JPanel;
public class Panel extends JPanel implements Runnable, KeyListener {
// dimensions
public static final int width = 800;
public static final int height = 800;
public static final int scale = 1;
// main loop
private Thread thread;
private boolean running = false;
private int FPS = 60;
private int targetTime = 1000 / FPS;
// drawing
private Graphics2D g;
private BufferedImage image;
int x;
int y;
boolean makeCollision = false;
// sprite
int spriteX = 210;
int spriteY = 200;
int velX = 0;
int velY = 10;
public boolean notOnGround = true;
int counter;
int collisionsCounter;
int jumps = 0;
public int row;
public int column;
public boolean collision;
public boolean jumping = false;
public String side = null;
// tilemap
int[][] map = {
{1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 1, 0, 0, 1, 1},
{1, 0, 0, 0, 0, 1, 1, 1},
{1, 0, 0, 0, 1, 1, 0, 1},
{1, 0, 0, 1, 1, 0, 0, 1},
{1, 0, 0, 1, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1}
};
int[] collisionX = {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, 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, 0, 0, 0, 0, 0, 0, 0, 0, };
int[] collisionY = {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, 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, 0, 0, 0, 0, 0, 0, 0, 0, };
int[] jump = {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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, };
int collisions;
public Panel() {
setPreferredSize(new Dimension(width * scale, height * scale));
setFocusable(true);
requestFocus();
}
public void addNotify() {
super.addNotify();
if(thread == null) {
running = true;
addKeyListener(this);
thread = new Thread(this);
thread.start();
}
}
public void init() {
image = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
g = (Graphics2D) image.getGraphics();
}
public void update() {
if(spriteY < jump[0]) {
System.out.println(jump[0]);
jumping = false;
fall();
}
}
public void draw() {
g.clearRect(0, 0, WIDTH, HEIGHT);
x = 0;
y = 0;
for(column = 0; column <= 7; column++) {
x = 0;
for(row = 0; row <= 7; row++) {
changeColor(row, column, g);
g.fillRect(x, y, 100, 100);
x = x + 100;
}
y = y + 100;
}
g.setColor(Color.YELLOW);
g.fillRect(spriteX, spriteY, 40, 40);
spriteX += velX;
spriteY += velY;
for(int counter = 0; counter < 31; counter++) {
if(spriteX + 40 + velX >= collisionX[counter] && collisionX[counter] + 100 >= spriteX + velX &&spriteY + 40 + velY >= collisionY[counter] && collisionY[counter] + 100 >= spriteY + velY) {
velX = 0;
velY = 0;
collisions = counter;
} else {
if(counter == collisions && jumping == false) {
fall();
}
}
}
}
public void changeColor(int rowGive, int columnGive, Graphics g) {
if(map[rowGive][columnGive] == 1) {
g.setColor(Color.BLACK);
if(counter < 30) {
collisionX[counter] = x;
collisionY[counter] = y;
}
counter++;
} else {
g.setColor(Color.WHITE);
}
}
public void fall() {
velY = 5;
}
public void drawToScreen() {
Graphics g2 = getGraphics();
g2.drawImage(image, 0, 0, width * scale, height * scale, null);
g2.dispose();
}
public void run() {
init();
long wait;
long elapsed;
long start;
while(running) {
start = System.nanoTime();
update();
draw();
drawToScreen();
elapsed = System.nanoTime() - start;
wait = targetTime - elapsed / 1000000;
if(wait < 0) wait = 5;
try {
thread.sleep(wait);
} catch(Exception e) {
e.printStackTrace();
}
}
}
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();
if(code == KeyEvent.VK_RIGHT) {
velX = 5;
}
if(code == KeyEvent.VK_LEFT) {
velX = -5;
}
if(code == KeyEvent.VK_SPACE && jumping == false) {
jumping = true;
velY = -5;
jump[0] = spriteY - 100;
}
}
public void keyReleased(KeyEvent e) {
}
public void keyTyped(KeyEvent e) {
}
}
答案 0 :(得分:0)
为了让精灵停止坚持并继续摔倒,你的程序需要区分不同类型的碰撞:与底部瓷砖碰撞,地面,与上方或旁边的瓷砖相撞没有重力的精灵。目前,您的碰撞部分通过停止所有精灵运动来处理所有类型的碰撞。
一个简单的解决方案就是制作所有的底部瓷砖&#39;矩阵中的数字不同。例如:
{1, 2, 2, 1, 1, 1, 1, 1},
{1, 0, 0, 2, 0, 0, 1, 1},
{1, 0, 0, 0, 0, 1, 2, 1},
{1, 0, 0, 0, 1, 2, 0, 1},
{1, 0, 0, 1, 2, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1}
复杂的解决方案是让您的程序区分“底部磁贴”。通过检查它上面的瓷砖是否是白色瓷砖(非碰撞瓷砖)。如果是这样,那么这个瓷砖可以从上面被击中并且可以阻止精灵掉落。
在这两种情况下,你都会改变你的碰撞部分,只有当它与底部瓷砖碰撞时才能阻止精灵掉落。如果它与侧面或上方的瓷砖碰撞,您可以使精灵以相反的方向反弹。