**编辑仍然没有得到正确的答复** 我不太明白如何弄清楚我的项目的交叉方面。到目前为止,我确定了顶部,底部,左侧和右侧,但我不确定从那里开始。
主驾驶员应该打电话来检查我的移动矩形是否相交,如果矩形是冻结的,那么与它相交的移动矩形应该解冻它并改变它的颜色。我理解如何解冻它并改变颜色,但无论什么原因,当它们相交时它不会将值返回为真,我知道这段代码是错误的。任何有用的提示都表示赞赏。
*CLASS CODE*
import edu.princeton.cs.introcs.StdDraw;
import java.util.Random;
import java.awt.Color;
public class MovingRectangle {
Random rnd = new Random();
private int xCoord;
private int yCoord;
private int width;
private int height;
private int xVelocity;
private int yVelocity;
private Color color;
private boolean frozen;
private int canvas;
public MovingRectangle(int x, int y, int w, int h, int xv, int yv, int canvasSize) {
canvas = canvasSize;
xCoord = x;
yCoord = y;
width = w;
height = h;
xVelocity = xv;
yVelocity = yv;
frozen = false;
int c = rnd.nextInt(5);
if (c == 0) {
color = StdDraw.MAGENTA;
}
if (c == 1) {
color = StdDraw.BLUE;
}
if (c == 2) {
color = StdDraw.CYAN;
}
if (c == 3) {
color = StdDraw.ORANGE;
}
if (c == 4) {
color = StdDraw.GREEN;
}
}
public void draw() {
StdDraw.setPenColor(color);
StdDraw.filledRectangle(xCoord, yCoord, width, height);
}
public void move() {
if (frozen == false) {
xCoord = xCoord + xVelocity;
yCoord = yCoord + yVelocity;
}
else {
xCoord +=0;
yCoord +=0;
}
if (xCoord >= canvas || xCoord < 0) {
xVelocity *= -1;
this.setRandomColor();
}
if (yCoord >= canvas || yCoord < 0) {
yVelocity *= -1;
this.setRandomColor();
}
}
public void setColor(Color c) {
StdDraw.setPenColor(color);
}
public void setRandomColor() {
int c = rnd.nextInt(5);
if (c == 0) {
color = StdDraw.MAGENTA;
}
if (c == 1) {
color = StdDraw.BLUE;
}
if (c == 2) {
color = StdDraw.CYAN;
}
if (c == 3) {
color = StdDraw.ORANGE;
}
if (c == 4) {
color = StdDraw.GREEN;
}
}
public boolean containsPoint(double x, double y) {
int bottom = yCoord - height / 2;
int top = yCoord + height / 2;
int left = xCoord - width / 2;
int right = xCoord + width / 2;
if (x > left && x < right && y > bottom && y < top) {
color = StdDraw.RED;
return true;
} else {
return false;
}
}
public boolean isFrozen() {
if (frozen) {
return true;
} else {
return false;
}
}
public void setFrozen(boolean val) {
frozen = val;
}
public boolean isIntersecting(MovingRectangle r) {
int top = xCoord + height/2;
int bottom = xCoord - height/2;
int right = yCoord + width/2;
int left = yCoord - width/2;
int rTop = r.xCoord + r.height/2;
int rBottom = r.xCoord - r.height/2;
int rRight = r.yCoord + r.width/2;
int rLeft = r.yCoord - r.width/2;
if(right <= rRight && right >= rLeft || bottom <= rBottom && bottom
>= rTop){
return true;
} else {
return false;
}
}
}
这也是我的主要驱动因素,因为我也可能在这里做错了。
import edu.princeton.cs.introcs.StdDraw;
import java.util.Random;
public class FreezeTagDriver {
public static final int CANVAS_SIZE = 800;
public static void main(String[] args) {
StdDraw.setCanvasSize(CANVAS_SIZE, CANVAS_SIZE);
StdDraw.setXscale(0, CANVAS_SIZE);
StdDraw.setYscale(0, CANVAS_SIZE);
Random rnd = new Random();
MovingRectangle[] recs;
recs = new MovingRectangle[5];
boolean frozen = false;
for (int i = 0; i < recs.length; i++) {
int xv = rnd.nextInt(4);
int yv = rnd.nextInt(4);
int x = rnd.nextInt(400);
int y = rnd.nextInt(400);
int h = rnd.nextInt(100) + 10;
int w = rnd.nextInt(100) + 10;
recs[i] = new MovingRectangle(x, y, w, h, xv, yv, CANVAS_SIZE);
}
while (true) {
StdDraw.clear();
for (int i = 0; i < recs.length; i++) {
recs[i].draw();
recs[i].move();
}
if (StdDraw.mousePressed()) {
for (int i = 0; i < recs.length; i++) {
double x = StdDraw.mouseX();
double y = StdDraw.mouseY();
if (recs[i].containsPoint(x, y)) {
recs[i].setFrozen(true);
}
}
}
for (int i = 0; i < recs.length; i++) {
//for 0
if(recs[0].isFrozen() && recs[0].isIntersecting(recs[1])){
recs[0].setFrozen(false);
}
if(recs[0].isFrozen() && recs[0].isIntersecting(recs[2])){
recs[0].setFrozen(false);
}
if(recs[0].isFrozen() && recs[0].isIntersecting(recs[3])){
recs[0].setFrozen(false);
}
//for 1
if(recs[1].isFrozen() && recs[1].isIntersecting(recs[2])){
recs[1].setFrozen(false);
}
if(recs[1].isFrozen() && recs[1].isIntersecting(recs[3])){
recs[1].setFrozen(false);
}
if(recs[1].isFrozen() && recs[1].isIntersecting(recs[4])){
recs[1].setFrozen(false);
}
//for 2
if(recs[2].isFrozen() && recs[2].isIntersecting(recs[0])){
recs[2].setFrozen(false);
}
if(recs[2].isFrozen() && recs[2].isIntersecting(recs[1])){
recs[2].setFrozen(false);
}
if(recs[2].isFrozen() && recs[2].isIntersecting(recs[3])){
recs[2].setFrozen(false);
}
if(recs[2].isFrozen() && recs[2].isIntersecting(recs[4])){
recs[2].setFrozen(false);
}
//for 3
if(recs[3].isFrozen() && recs[3].isIntersecting(recs[0])){
recs[3].setFrozen(false);
}
if(recs[3].isFrozen() && recs[3].isIntersecting(recs[1])){
recs[3].setFrozen(false);
}
if(recs[3].isFrozen() && recs[3].isIntersecting(recs[2])){
recs[3].setFrozen(false);
}
if(recs[3].isFrozen() && recs[3].isIntersecting(recs[4])){
recs[3].setFrozen(false);
}
//for 4
if(recs[4].isFrozen() && recs[4].isIntersecting(recs[0])){
recs[4].setFrozen(false);
}
if(recs[4].isFrozen() && recs[4].isIntersecting(recs[1])){
recs[4].setFrozen(false);
}
if(recs[4].isFrozen() && recs[4].isIntersecting(recs[3])){
recs[4].setFrozen(false);
}
if(recs[4].isFrozen() && recs[4].isIntersecting(recs[2]))
recs[4].setFrozen(false);
}
if (recs[0].isFrozen() && recs[1].isFrozen() &&
recs[2].isFrozen() && recs[3].isFrozen()
&& recs[4].isFrozen()) {
StdDraw.text(400, 400, "YOU WIN");
}
StdDraw.show(20);
}
}
}
答案 0 :(得分:0)
请记住,您在此处使用OR运算符。因此,如果权利小于rLeft,则您的interector将返回true。这不是它应该如何运作。
你需要检查右边是否在矩形边界内。
if(right <= rRight && right >= rLeft || the other checks here)
上面的代码检查右边是否小于矩形右边,还有右边比矩形左边大,这意味着它在矩形中间的某个位置&#39 ; s左右。
如果这变得太复杂,你可以简单地使用java的rectangle类,因为它有方法contains
和intersects