我有一个非常简单的程序,您可以使用 W , A , S , D 和 space 要拍摄的按键。所有的拍摄和移动动画都有效,但我不确定如何实现一个系统,在该系统中,程序会不断检查子弹是否触及了一个节点,如圆圈。
我原以为我可以ArrayList
存储所有子弹,然后使用TimerTask
检查子弹是否触及了一个节点;但我觉得这样会减慢程序的速度,子弹也可以在TimerTask
等待的时候通过它们。
任何建议都会有所帮助。
代码:Pastebin
import javafx.application.Application;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.control.*;
import javafx.scene.layout.Pane;
import javafx.scene.shape.Circle;
import javafx.animation.*;
import javafx.util.Duration;
public class functionalShooter extends Application {
private String currentDirection = "W";
public static void main(String[] args){ launch(args); }
@Override public void start(Stage stage) throws Exception{
Pane root = new Pane();
Scene scene = new Scene(root, 600, 400);
stage.setScene(scene);
stage.setResizable(false);
stage.show();
Circle player = new Circle(10);
player.setLayoutX(300);
player.setLayoutY(200);
Circle other = new Circle(100, 100, 10);
root.getChildren().addAll(player, other);
//key events
scene.setOnKeyPressed(event -> {
switch(event.getCode()){
case A:
player.setLayoutX(player.getLayoutX()-10);
currentDirection = "A";
break;
case D:
player.setLayoutX(player.getLayoutX()+10);
currentDirection = "D";
break;
case W:
player.setLayoutY(player.getLayoutY()-10);
currentDirection = "W";
break;
case S:
player.setLayoutY(player.getLayoutY()+10);
currentDirection = "S";
break;
case SPACE:
if (currentDirection.equals("D")){
Circle newCircle = new Circle(player.getLayoutX()+10, player.getLayoutY(), 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
else if (currentDirection.equals("A")){
Circle newCircle = new Circle(player.getLayoutX()-10, player.getLayoutY(), 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
else if (currentDirection.equals("S")){
Circle newCircle = new Circle(player.getLayoutX(), player.getLayoutY()+10, 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
else {
Circle newCircle = new Circle(player.getLayoutX(), player.getLayoutY()-10, 5);
root.getChildren().add(newCircle);
shoot(newCircle);
}
break;
}
});
}
private void shoot(Circle bullet){
Timeline timeline = new Timeline();
if (currentDirection.equals("D")){
KeyValue start = new KeyValue(bullet.translateXProperty(), 0);
KeyValue end = new KeyValue(bullet.translateXProperty(), 800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
else if (currentDirection.equals("A")){
KeyValue start = new KeyValue(bullet.translateXProperty(), 0);
KeyValue end = new KeyValue(bullet.translateXProperty(), -800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
else if (currentDirection.equals("S")){
KeyValue start = new KeyValue(bullet.translateYProperty(), 0);
KeyValue end = new KeyValue(bullet.translateYProperty(), 800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
else{
KeyValue start = new KeyValue(bullet.translateYProperty(), 0);
KeyValue end = new KeyValue(bullet.translateYProperty(), -800);
KeyFrame startF = new KeyFrame(Duration.ZERO, start);
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(startF, endF);
}
timeline.setAutoReverse(false);
timeline.setCycleCount(1);
timeline.play();
}
}
答案 0 :(得分:3)
您可以在提供给每个相关Shape.intersect()
的自定义Interpolator
中使用KeyValue
检查bullet
是否与other
相交。下面的片段会将Interpolator
添加到shoot()
,但每个方向都需要一个相同的片段。实现是线性的,只是简单地返回t
,但您也可以查看this抛物线插值器。我还为other
提供了一个类变量,shoot()
可以访问。我把十几颗子弹放到空中,没有明显的延迟。请注意,您不需要start
值:“将使用”动画播放时当前的当前值“synthesized。{/ p>
private Circle other = new Circle(100, 100, 10);
…
else {
KeyValue end = new KeyValue(bullet.translateYProperty(), -800, new Interpolator() {
@Override
protected double curve(double t) {
if (!Shape.intersect(bullet, other).getBoundsInLocal().isEmpty()) {
System.out.println("Intersection");
}
return t;
}
});
KeyFrame endF = new KeyFrame(Duration.seconds(10), end);
timeline.getKeyFrames().addAll(endF);
}
答案 1 :(得分:0)
您需要的是每次在游戏中绘制框架时都会检查碰撞的内容。计时器将在一个可以工作的单独线程中运行,但与游戏同步将更加困难。
答案 2 :(得分:0)
一般来说,当你必须用OO语言“不断观察”某些内容时,最好的解决方案是使用Observer pattern。