我一直在为如何为我正在制作的小游戏编写数学而感到困惑。这个游戏是我自己个人学习Java的过程,主要基于The Monolith,http://monolith.greenpixel.ca/。我查看了游戏的源代码,但无法确定开发人员如何进行数学运算。
这是我到目前为止的代码。
package DamageDealer;
import javax.swing.*;
import java.awt.*;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class Take1 {
int dmg = 0;
int epoints = 1000;
int intUnit1 = 0;
public static void main(String[] args) {
new Take1();
}
public Take1() {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName()); }
catch (UnsupportedLookAndFeelException ex) {
ex.printStackTrace(); }
catch (IllegalAccessException ex) {
ex.printStackTrace(); }
catch (InstantiationException ex) {
ex.printStackTrace(); }
catch (ClassNotFoundException ex) {
ex.printStackTrace(); }
JFrame frame = new JFrame("Button Clicker");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new addComponentsToPane());
frame.setSize(300, 500);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
frame.setResizable(false);
}
});
}
protected class addComponentsToPane extends JPanel {
/**
*
*/
private static final long serialVersionUID = 1L;
public addComponentsToPane() {
JPanel appPanel = new JPanel(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.fill = GridBagConstraints.HORIZONTAL;
gbc.anchor = GridBagConstraints.CENTER;
gbc.insets = new Insets(5, 5, 5, 5);
JLabel EvoPoints = new JLabel();
EvoPoints.setText("Points: " + String.valueOf(epoints));
gbc.gridx = 1;
gbc.gridy = 0;
appPanel.add(EvoPoints, gbc);
JButton jbtUnit1 = new JButton("Unit 1");
gbc.gridx = 0;
gbc.gridy = 1;
appPanel.add(jbtUnit1, gbc);
JLabel lblUnit1 = new JLabel();
lblUnit1.setText(String.valueOf(intUnit1));
gbc.gridx = 1;
gbc.gridy = 1;
appPanel.add(lblUnit1, gbc);
JButton jbtDamage = new JButton("Damage");
gbc.gridx = 0;
gbc.gridy = 10;
appPanel.add(jbtDamage, gbc);
JLabel DamageOutput = new JLabel();
DamageOutput.setText(String.valueOf(dmg));
gbc.gridx = 1;
gbc.gridy = 10;
appPanel.add(DamageOutput, gbc);
add(appPanel, gbc);
jbtDamage.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
dmg++;
DamageOutput.setText(String.valueOf(dmg));
if ((dmg % 10) == 0) {
epoints++;
EvoPoints.setText("Points: " + String.valueOf(epoints));
}
}
});
jbtUnit1.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (epoints >= 10) {
intUnit1++;
epoints = epoints - 10;
lblUnit1.setText(String.valueOf(intUnit1));
EvoPoints.setText("Points: " + String.valueOf(epoints));
}
}
});
}
}
}
现在,我只有两个按钮jbtUnit1
和jbtDamage
。他们各自的行动听众都在底层。
我目前只有dmg
值可被10整除的数学运算才有效。此时(当dmg
可被10整除时),epoints
值会递增。但是,我的jbtUnit1
应该为每个单元增加dmg
输出额外的点数。因此,(dmg % 10) == 0
无效,因为您在达到确切的%10
之前会多次超过值。
问题:我该怎么做数学?或者更好的是:做这种数学的更好(或首选)方法是什么?
感谢您的帮助! MIKEY
答案 0 :(得分:1)
尝试替换它:
dmg++;
DamageOutput.setText(String.valueOf(dmg));
if ((dmg % 10) == 0) {
epoints++;
EvoPoints.setText("Points: " + String.valueOf(epoints));
}
用这个:
dmg+= 1+intUnit1; //Deal more damage with more units
DamageOutput.setText(String.valueOf(dmg));
int newEPoints = dmg/10 - spentEPoints;
if(epoints != newEPoints) {
EvoPoints.setText("Points: " + String.valueOf(newEPoints));
}
epoints = newEPoints;
然后在您的主类中添加spentEPoints
字段以跟踪花费的金额,而不是每次购买单位时从您的epoints计数器中减去,您将花费的金额添加到spentEPoints
计数器
但请注意,像这样的游戏往往会很快升级数字,而整数类型变量最终会溢出。看一下BigInteger类,它可以让几乎无限大的数字。