我已经开始用Java制作一个小游戏,并且已经发生碰撞,并且是一种重力形式,玩家的速度不会随着现实生活的下降而增加。我想改进这种重力形式,使其更加逼真,我也有一个碰撞阻挡地板,当玩家走出地板时,它会保持在那个高度而不会下降。
以下是我的Player类:
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Rectangle;
public class Player {
private int x, y, width, height, lx, ly, dx, dy;
private final int FallSpeed = 2;
private final long JumpingTime = 8;
public boolean jumping = false, falling = true;
public Player(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
lx = x;
ly = y;
dx = x;
dy = y;
new Thread(new gravityThread()).start(); // Make user fall in case they are in the air
}
public void setX(int x) {
this.x = x;
lx = x;
dx = x;
}
public void setY(int y) {
this.y = y;
ly = y;
dy = y;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public Rectangle getBounds() {
return new Rectangle(x, y, width, height);
}
public void update() {
}
public void move(int ax, int ay) {
dx += ax;
dy += ay;
checkCollisions();
}
public void checkCollisions() {
if (collided()) {
falling = false;
dx = lx;
dy = ly;
}
x = dx;
y = dy;
lx = x;
ly = y;
}
public boolean collided() {
Rectangle desired = new Rectangle(dx, dy, width, height);
for (Rectangle r : CollisionManager.collisions) if (r.intersects(desired)) return true;
return false;
}
public void jump() {
falling = false;
jumping = true;
new Thread(new gravityThread()).start();
}
public void render(Graphics2D g2d) {
g2d.setColor(Color.black);
g2d.fill(getBounds());
}
private class gravityThread implements Runnable {
int i = 0;
@Override
public void run() {
while(jumping) {
try {
i++;
Thread.sleep(JumpingTime);
move(0, -FallSpeed);
if (i == 40) {
jumping = false;
falling = true;
}
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
while(falling) {
try {
Thread.sleep(JumpingTime);
move(0, FallSpeed);
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
}
}
}
在另一个处理将所有内容绘制到窗口的类中,我使用此片段控制玩家移动:
public void onUpdate() {
if (this.screenFactory.getGame().getKeyboardListener().isKeyPressed(KeyEvent.VK_A))
player.move(-WalkSpeed, 0);
if (this.screenFactory.getGame().getKeyboardListener().isKeyPressed(KeyEvent.VK_D))
player.move(WalkSpeed, 0);
if (this.screenFactory.getGame().getKeyboardListener().isKeyPressed(KeyEvent.VK_SPACE)) {
if (!player.jumping && !player.falling)
player.jump();
}
if (player.getY() >= screenHeight - player.getHeight()) {
player.setY(screenHeight - player.getHeight());
player.falling = false;
}
if (player.getY() <= 0)
player.setY(0);
if (player.getX() >= screenWidth - player.getWidth())
player.setX(screenWidth - player.getWidth());
if (player.getX() <= 0)
player.setX(0);
}
答案 0 :(得分:1)
Cuple对象的位置取决于当前速度v和每帧的加速度(g力)a。 事情越长,下降的速度就越快......
编辑:在下降/跳跃更加逼真的情况下进行侧向移动,你需要使用sin(),cos()。