我的游戏需要一个简单的do循环,但不知道如何创建一个。 我有一个简单的迷宫游戏。 我还需要添加更多墙壁 我正在考虑创建一个数组并在do循环中调用数组的索引来调用墙,但我现在不知道怎么做 我以为我可以创建一个do循环而不是复制并将碰撞代码复制30次。 我的播放器需要在触及墙壁时重置为开头
玩家是简单的JLabel。我的墙也是JLabel。我在游戏中使用摇摆组件。
import java.awt.CardLayout;
import java.awt.Color;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.HashSet;
import java.util.Set;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
/**
* This class Holds the game pane that has the moving player. It also contains
* the GamePane
*
* @author 602052004
*
*/
public class GamePane extends JPanel implements ActionListener, KeyListener {// *change GamePane to GamePane
// This is where the game screen is made and the player is created.
private static final long serialVersionUID = 1L;
JLabel player = new JLabel();
//This is were the Jlabels for the walls are created
JLabel wall1 = new JLabel();
JLabel wall2 = new JLabel();
JLabel wall3 = new JLabel();
JLabel wall4 = new JLabel();
JLabel wall5 = new JLabel();
int playerSpeed = 5;
int FPS = 40;
private final Set<Integer> keys = new HashSet<>();
// The keys set holds the keys being pressed
public static void main(String[] args) {
// Open the GUI window
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
// Create a new object and
// run its go() method
new GamePane().go();
}
});
}
GamePane() {
// Run the parent class constructor
super();
// Allow the panel to get focus
setFocusable(true);
// Don't let keys change the focus
}
/**
* The frame that shows my game. It contains the game frame which holds my
* JPanel GameStage and ButtonPane.
*/
protected void go() {
setLayout(new CardLayout());
// Setup the window
JFrame GameFrame = new JFrame();
// Add this panel to the window
GameFrame.setLayout(new CardLayout());
GameFrame.add(this, "main");
GameFrame.setContentPane(this);
// Set's the window properties
GameFrame.setTitle("main");
GameFrame.setSize(800, 600);
GameFrame.setLocationRelativeTo(null);
GameFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
GameFrame.setVisible(true);
GameFrame.add(new ButtonPane(GameFrame), "buttons");
// Creates the new JPanel that will hold the game.
JPanel gamestage = new JPanel();
gamestage.setBackground(Color.darkGray);
GameFrame.add(gamestage, "game");
gamestage.setLayout(null);
// *Move the setup of the player and the timer under the walls
// Get a sample of collisions going so that i can do it over the weekend
// Setup the movable box
player.setBounds(25, 25, 20, 20);
player.setVisible(true);
player.setBackground(Color.cyan);
// Opaque makes the background visible
player.setOpaque(true);
// Setup the key listener
addKeyListener(this);
// Null layout allows moving objects!!!
gamestage.add(player);
// Set the timer
Timer tm = new Timer(1000 / FPS, this);
tm.start();
wall1.setBounds(10, 15, 10, 480);
wall1.setVisible(true);
wall1.setBackground(Color.white);
wall1.setOpaque(true);
gamestage.add(wall1);
wall2.setBounds(10, 10, 755, 10);
wall2.setVisible(true);
wall2.setBackground(Color.white);
wall2.setOpaque(true);
gamestage.add(wall2);
// wall3.setBounds(x, y, width, height);
wall3.setBounds(10, 100, 100, 10);
wall3.setVisible(true);
wall3.setBackground(Color.white);
wall3.setOpaque(true);
gamestage.add(wall3);
wall4.setBounds(100, 60, 10, 40);
wall4.setVisible(true);
wall4.setBackground(Color.white);
wall4.setOpaque(true);
gamestage.add(wall4);
wall5.setBounds(70, 60, 35, 10);
wall5.setVisible(true);
wall5.setBackground(Color.white);
wall5.setOpaque(true);
gamestage.add(wall5);
}
public boolean areColliding(JLabel a, JLabel b) {
return a.getBounds().intersects(b.getBounds());
}
/**
* this method makes the player move. It takes the players speed and subtracts
* or adds the player speed to the current position of the player. It also
* figures out were the player is at currently aswell.
*
* @param arg0
*/
@Override
public void actionPerformed(ActionEvent arg0) {
// Move up if W is pressed
if (keys.contains(KeyEvent.VK_W)) {
player.setLocation(player.getX(), player.getY() - playerSpeed);
}
// Move right if D is pressed
if (keys.contains(KeyEvent.VK_D)) {
player.setLocation(player.getX() + playerSpeed, player.getY());
}
// Move down if S is pressed
if (keys.contains(KeyEvent.VK_S)) {
player.setLocation(player.getX(), player.getY() + playerSpeed);
}
// Move left if A is pressed
if (keys.contains(KeyEvent.VK_A)) {
player.setLocation(player.getX() - playerSpeed, player.getY());
}
// Check for collisions
if (areColliding(wall1, player)) {
// Reposition the target
int newX = (int) (25);
int newY = (int) (25);
player.setLocation(newX, newY);}
}
@Override
public void keyPressed(KeyEvent e) {
// Add the key to the list
// of pressed keys
if (!keys.contains(e.getKeyCode())) {
keys.add(e.getKeyCode());
}
}
@Override
public void keyReleased(KeyEvent e) {
// Remove the key from the
// list of pressed keys
keys.remove((Integer) e.getKeyCode());
}
@Override
public void keyTyped(KeyEvent e) {
}
}
这只是为了让你在玩游戏时有一个正在运行的主屏幕
/**
* This pane contains the button and sets up the button pane
*/
import java.awt.CardLayout;
import java.awt.Color;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class ButtonPane extends JPanel {
private JButton startBTN;// Calls the JButton
JFrame game;
public ButtonPane(JFrame g) {
game = g;
setLayout(new GridBagLayout());
setBackground(Color.gray);// Sets the menu stages color blue
startBTN = new JButton("Start");// Creates a new button
add(startBTN);// Adds the button on the startStage
startBTN.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
if (game.getContentPane().getLayout() instanceof CardLayout) {
CardLayout layout = (CardLayout) getParent().getLayout();
layout.show(game.getContentPane(), "game");
}
}
});
}
}
答案 0 :(得分:0)
基本思想是将玩家可以碰撞的所有物体放在List
中。
在播放器的每次移动中,循环显示此列表并使用组件的getBounds
方法提供的Rectangle#contains
和Rectangle#intersects
这可能看起来像这样......
public class GamePane extends JPanel implements ActionListener, KeyListener {// *change GamePane to GamePane
private List<JComponent> collidableStuff;
public GamePane() {
collidableStuff = new ArrayList<>(25);
//...
wall1 = ...;
wall2 = ...;
wall3 = ...;
wall4 = ...;
wall5 = ...;
// In fact, you could get rid of wall1-5 and just
// use the list instead
collidableStuff.add(wall1);
collidableStuff.add(wall2);
collidableStuff.add(wall3);
collidableStuff.add(wall4);
collidableStuff.add(wall5);
//...
}
@Override
public void actionPerformed(ActionEvent e) {
//...
player.setLocation(newX, newY);
performCollisionDetection();
}
protected void performCollisionDetection() {
Rectangle playerBounds = player.getBounds();
for (JComponent nonPassable : collidableStuff) {
// Because I didn't test the code, I'm covering all bases
Rectangle nonPassableBounds = nonPassable.getBounds();
if (nonPassableBounds.contains(playerBounds) || playerBounds.contains(nonPassableBounds)
|| playerBounds.intersects(nonPassableBounds) || nonPassableBounds.intersects(playerBounds)) {
// Smack, we have a collision
}
}
}
}
这个例子将创建对象的责任转移到构造函数,而不是go
方法,坦率地说不应该存在 - GamePane
不应该关心“如何“它已被证明,这不是它的责任