我正在创造一个广为人知的游戏 Pong ,我遇到了一些碰撞检测问题:桨和球大部分时间碰撞但有时会出现奇怪的问题:碰撞不是'检测到并因此,球落在桨的后面而不改变方向。我无法弄清楚隐藏的问题在哪里。任何和所有的帮助将不胜感激。
注意:由于评论而被修改。
public class GamePanel extends JPanel implements ActionListener, KeyListener {
Ball ball = new Ball();
Player player = new Player();
private void update() {
checkCollision();
}
@Override
public void actionPerformed(ActionEvent a) {
update();
}
public void checkCollision() {
Rectangle playerRect = player.bounds();
Rectangle ballRect = ball.bounds();
if (playerRect.intersects(ballRect)) {
if (ball.getyVelocity() < 0) {
ball.setxVelocity(5);
ball.setyVelocity(-5);
} else if (ball.getyVelocity() > 0) {
ball.setxVelocity(-5);
ball.setyVelocity(5);
}
}
}
}
public class Ball {
private final int RADIUS = 15;
private final int DIAMETER = RADIUS * 2;
private int x_pos = 250;
private int y_pos = 250;
private int xVelocity = -5;
private int yVelocity = -5;
public void update() {
x_pos += xVelocity;
y_pos += yVelocity;
if (x_pos <= 0 + RADIUS) {
xVelocity = 5;
} else if (x_pos >= Pong.WINDOW_WIDTH - (5 + RADIUS)) {
xVelocity = -5;
}
if (y_pos <= 0 + RADIUS) {
yVelocity = 5;
} else if (y_pos >= Pong.WINDOW_HEIGHT - (15 + DIAMETER)) {
yVelocity = -5;
}
}
public void paint(Graphics g) {
g.setColor(Color.white);
g.fillOval(x_pos - RADIUS, y_pos - RADIUS, DIAMETER, DIAMETER);
}
public Rectangle bounds() {
return (new Rectangle(x_pos - RADIUS, y_pos - RADIUS, DIAMETER, DIAMETER));
}
public int getxVelocity() {
return xVelocity;
}
public int getyVelocity() {
return yVelocity;
}
public void setxVelocity(int xVelocity) {
this.xVelocity = xVelocity;
}
public void setyVelocity(int yVelocity) {
this.yVelocity = yVelocity;
}
}
public class Player {
private final int WIDTH = 15;
private final int HEIGHT = 150;
private final int X_POS = 5 + WIDTH / 2;
private int y_pos = Pong.WINDOW_HEIGHT / 2 - HEIGHT / 2;
private int yVelocity = 0;
public void update() {
y_pos += yVelocity;
if (y_pos < 0 + HEIGHT / 2) {
y_pos = 0 + HEIGHT / 2;
} else if (y_pos > Pong.WINDOW_HEIGHT - 25 - HEIGHT / 2) {
y_pos = Pong.WINDOW_HEIGHT - 25 - HEIGHT / 2;
}
}
public void paint(Graphics g) {
g.setColor(Color.white);
g.fillRect(X_POS, y_pos - HEIGHT / 2, WIDTH, HEIGHT);
}
public int getyVelocity() {
return yVelocity;
}
public void setyVelocity(int yVelocity) {
this.yVelocity = yVelocity;
}
public int getY_pos() {
return y_pos;
}
public void setY_pos(int y_pos) {
this.y_pos = y_pos;
}
public int getX_POS() {
return X_POS;
}
public int getWIDTH() {
return WIDTH;
}
public int getHEIGHT() {
return HEIGHT;
}
public Rectangle bounds() {
return (new Rectangle(X_POS, y_pos - HEIGHT / 2, WIDTH, HEIGHT));
}
}
答案 0 :(得分:3)
在checkCollision方法中,您必须将xVelocity设置回正数。试试这个:
public void checkCollision() {
Rectangle playerRect = player.bounds();
Rectangle ballRect = ball.bounds();
if (playerRect.intersects(ballRect)) {
if (ball.getyVelocity() < 0) {
ball.setxVelocity(5);
ball.setyVelocity(-5);
} else if (ball.getyVelocity() > 0) {
ball.setxVelocity(5);
ball.setyVelocity(5);
}
}
}
以这种方式思考,如果球向左移动并击中球员,你想让它回到右边。 X坐标向右移动,因此将xvelocity设置为负数会导致它继续穿过挡板,就好像它没有接触它一样。
答案 1 :(得分:1)
public void checkCollision() {
Rectangle playerRect = player.bounds();
Rectangle ballRect = ball.bounds();
if (playerRect.intersects(ballRect)) {
if (ball.getyVelocity() < 0) {
ball.setxVelocity(5); <-- these should be the same value
ball.setyVelocity(-5);
} else if (ball.getyVelocity() > 0) {
ball.setxVelocity(-5); <-- these should be the same value
ball.setyVelocity(5);
}
}
}
你的问题就在这里。在Pong中,你(球员)只能将球击向对方;如果你在左边,你向右击,反之亦然。因此,在任何碰撞之后,无论进入球的y速度如何,球的x速度应该总是在相同的方向上。但是,由于您根据球的y速度将x速度设置为不同的值,因此其中一种情况会导致球通过球拍。