在我的游戏中,玩家可以使用箭头键旋转。根据玩家旋转的角度,当子弹发射时,它会朝向玩家所面向的方向移动。
然而,那部分有效,子弹在错误的地方产卵。下面是两张图片,显示了产卵的差异。在第一张照片中,子弹在红点上产生。但是,旋转时点不会相应移动,这会阻止子弹正确产生。
注意:红点仅用于视觉效果(基于子弹的产生坐标)
the bullet spawns correctly when facing upwards
the bullet spawns incorrectly when facing every other direction
以下是相关代码:
Main中的KeyListener:
$obj2 = new FooObject(['a' => 'alpha']);
//Access Property
var_dump($obj2['a']); //alpha
var_dump($obj2->offsetGet('a'));//alpha
var_dump($obj2->a); //alpha
//Serialization
var_dump(serialize($obj));// string 'C:11:"ArrayObject":41:{x:i:0;a:1:{s:1:"a";s:5:"alpha";};m:a:0:{}}' (length=65)
var_dump($obj->serialize());// string 'x:i:0;a:1:{s:1:"a";s:5:"alpha";};m:a:0:{}'
var_dump(serialize($obj) === $obj->serialize());// false !!!
//Setting Properties
$obj2['b'] = 'beta'; //OK
$obj2->c = 'gamma'; //OK
var_dump($obj2);
/* OBJECT DUMP
object(FooObject)[14]
private 'storage' (ArrayObject) =>
array (size=3)
'a' => string 'alpha' (length=5)
'b' => string 'beta' (length=4)
'c' => string 'gamma' (length=5)
*/
//Property validation as array
var_dump(isset($obj2['a']));//true
var_dump(isset($obj2['b']));//true
var_dump(isset($obj2['c']));//true
//Property validation as object
var_dump(isset($obj2->a));//true
var_dump(isset($obj2->b));//true
var_dump(isset($obj2->c));//true
//Typecasting
var_dump((array)$obj2);
/*
array (size=3)
'a' => string 'alpha' (length=5)
'b' => string 'beta' (length=4)
'c' => string 'gamma' (length=5)
*/
播放器:
if (e.getKeyCode() == KeyEvent.VK_SPACE) {
//Creates bullets when the spacebar is pressed, as long as the user is not exceeding 3 at a time
if(player.amountOfBullets() >= 0 && player.amountOfBullets() < 10)
{
player.setNB(player.getGunX(), player.getGunY(), player.getAngle());
}
}
子弹:
public class Player {
private BufferedImage spriteSheet;
private double x;
private double y;
private int height;
private int width;
private int gunX;
private int gunY;
private BufferedImage[] sprites = new BufferedImage[13];
private BufferedImage currentImg;
private int frame;
private double angle = 0;
private ArrayList<Bullet> nb = new ArrayList<Bullet>(10);
public Player(){
try {
spriteSheet = ImageIO.read(getClass().getResource("/Sprites.png"));
} catch (IOException e) {
System.err.println("Sprites3.png could not be found");
}
for (int i = 0; i < sprites.length; i++){
sprites[i] = grabImage(1, i+1, 100);
}
currentImg = sprites[0];
x = 10;
y = 10;
width = currentImg.getWidth();
height = currentImg.getHeight();
gunX = (int) x + width - 15;
gunY = (int) y;
}
public BufferedImage grabImage(int col, int row, int length){
BufferedImage img = spriteSheet.getSubimage(((col-1) * length), ((row-1) * length), length, length);
return img;
}
public void paint(Graphics2D g2d){
for(int i = 0; i < nb.size(); i++)
{
if(nb.get(i).getTime()*10 >= 15)
{
nb.set(0, null);
nb.remove(nb.get(0));//removes bullets based on the time they are in game
}
}
double rotationRequired = Math.toRadians (angle);
double locationX = currentImg.getWidth() / 2;
double locationY = currentImg.getHeight() / 2;
AffineTransform tx = AffineTransform.getRotateInstance(rotationRequired, locationX, locationY);
AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_BILINEAR);
for (int i = 0; i < nb.size(); i++)
{
nb.get(i).move();//moves the bullets
nb.get(i).paint(g2d);
}
// Drawing the rotated image at the required drawing locations
g2d.drawImage(op.filter(currentImg, null), (int)x, (int)y, null);
//g2d.fillOval(x, y, 10, 10);
g2d.setColor(Color.RED);
int x = (int) this.x;
int y = (int) this.y;
g2d.fillOval(gunX, gunY, 10, 10);
}
public void update(){
currentImg = sprites[frame];
}
public void move(double xM, double yM){
if (yM == 5) xM = -5;
else xM = 5;
x += xM * Math.sin(Math.toRadians(angle));
y += yM * Math.cos(Math.toRadians(angle));
gunY += yM * Math.cos(Math.toRadians(angle));
gunX += xM * Math.sin(Math.toRadians(angle));
if (frame < 12){
frame++;
}
else frame = 0;
}
public void turn(double angle){
this.angle += angle;
}
public int getX() {
return (int) x;
}
public int getY(){
return (int) y;
}
public int getGunX() {
return gunX;
}
public int getGunY(){
return gunY;
}
public int getHeight(){
return height;
}
public int getWidth(){
return width;
}
public void setNB(int x, int y, double angle)//sets position and movement of bullet
{
if (nb.size() > 10)
{
nb.set(0, null);
nb.remove(nb.get(0));//removes the bullets from the game when tried to exceed 3
}
if (nb.size() < 10)//only 3 shots allowed at a time
{
nb.add(new Bullet(x, y, angle));//adds bullets to list when a new one is shot
}
}
public ArrayList<Bullet> getNB()//sets position and movement of bullet
{
return nb;
}
public void removeNB(int i)//removes bullet from game when it hits an asteroid
{
nb.set(i, null);
nb.remove(nb.get(i));
}
public int getBulletX(int i)//gets bullet X coord
{
return nb.get(i).getX();
}
public int getBulletY(int i)//gets bullet Y coord
{
return nb.get(i).getY();
}
public int getBulletWidth(int i)//gets bullet width
{
return nb.get(i).getWidth();
}
public int getBulletHeight(int i)//gets bullet height
{
return nb.get(i).getHeight();
}
public int getBulletAngle(int i)//gets bullet angle
{
return nb.get(i).getAngle();
}
public double getAngle() {
return angle;
}
public int amountOfBullets() //checks amount of bullets in game
{
return nb.size();
}
}
答案 0 :(得分:1)
好的继续你的新油漆移动和转动方法 - 你还需要转换枪的点:
public void paint(Graphics g2d){
// Drawing the rotated image at the required drawing locations
if(op!=null) g2d.drawImage(op.filter(currentImg, null), (int)x, (int)y, null);
else g2d.drawImage(currentImg, (int)x, (int)y, null);
g2d.setColor(Color.blue);
g2d.fillOval(gunX, gunY, 10, 10);
}
public void move(double xM, double yM){
x += xM * Math.cos(Math.toRadians(angle));
y += yM * Math.sin(Math.toRadians(angle));
gunY += yM * Math.sin(Math.toRadians(angle));
gunX += xM * Math.cos(Math.toRadians(angle));
repaint();
}
public void turn(double angle){
this.angle += angle;
double rotationRequired = Math.toRadians (this.angle);
double locationX = currentImg.getWidth() / 2;
double locationY = currentImg.getHeight() / 2;
AffineTransform tx = AffineTransform.getRotateInstance(rotationRequired, locationX, locationY);
op = new AffineTransformOp(tx, AffineTransformOp.TYPE_BILINEAR);
int gx= currentImg.getWidth() - 15;
int gy=0;
Point pt1=new Point(gx, gy), pt2=new Point();
tx.transform(pt1, pt2);
gunX=(int)x+pt2.x; gunY=(int)y+pt2.y;
repaint();
}
你需要:
全局变量
AffineTransformOp op;
播放器中的。