我正在创建BrickBreaker克隆,并且对编码还很陌生。我的问题是屏幕上没有渲染新的游戏对象(砖),我也无法弄清原因。
我制作了其他游戏对象,例如玩家和球类,但没有显示它们,但它们的制作方法与积木完全相同。
主游戏循环
public class Game extends Canvas implements Runnable {
public Game(){
handler = new Handler();
menu = new Menu(this, handler);
this.addKeyListener(new KeyInput(handler));
this.addMouseListener(menu);
new Window(WIDTH, HEIGHT, "BrickBreaker", this);
hud = new HUD();
r = new Random();
if(gameState == STATE.Level1){
handler.addObject(new Player((WIDTH/2 - 32), (1250), ID.Player, handler));
handler.addObject(new Ball(r.nextInt(WIDTH), r.nextInt(HEIGHT), ID.Ball, handler));
handler.addObject(new Brick(x, y, ID.Brick, handler));
}
}
public synchronized void start(){
thread = new Thread(this);
thread.start();
running = true;
}
public synchronized void stop(){
try{
thread.join();
running = false;
}catch(Exception e){
e. printStackTrace();
}
}
public void run(){
this.requestFocus();
long lastTime = System.nanoTime();
double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
long timer = System.currentTimeMillis();
int frames = 0;
while(running){
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
while(delta >= 1){
tick();
delta--;
}
if(running)
render();
frames++;
if(System.currentTimeMillis() - timer > 1000){
timer += 1000;
System.out.println("FPS: " + frames);
frames = 0;
}
}
stop();
}
private void tick(){
handler.tick();
if(gameState == STATE.Level1){
hud.tick();
} else if(gameState == STATE.Menu){
menu.tick();
}
}
private void render(){
BufferStrategy bs = this.getBufferStrategy();
if(bs == null){
this.createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.setColor(Color.BLACK);
g.fillRect(0, 0, WIDTH, HEIGHT);
handler.render(g);
if(gameState == STATE.Menu || gameState == STATE.Help){
menu.render(g);
} else{
hud.render(g);
}
g.dispose();
bs.show();
}
public static void main(String args[]){
new Game();
}
}
处理程序类
public class Handler {
LinkedList<GameObject> object = new LinkedList<GameObject>();
public void tick(){
for(int i =0; i<object.size();i++){
GameObject tempObject = object.get(i);
tempObject.tick();
}
}
public void render(Graphics g){
for(int i =0; i<object.size();i++){
GameObject tempObject = object.get(i);
tempObject.render(g);
}
}
public void addObject(GameObject object){
this.object.add(object);
}
public void removeObject(GameObject object){
this.object.remove(object);
}
}
砖类
public class Brick extends GameObject{
Handler handler;
public Brick(int x, int y, ID id, Handler handler) {
super(x, y, id);
brickWidth = 500;
brickHeight = 200;
this.handler = handler;
}
@Override
public void tick() {
collision();
}
private void collision(){
for(int i=0;i<handler.object.size();i++){
GameObject tempObject = handler.object.get(i);
if(tempObject.getId() == ID.Player){
if(getBounds().intersects(tempObject.getBounds())){
velY *= -1;;
}
}
}
}
public void render(Graphics g) {
g.setColor(Color.WHITE);
g.fillRect(x, y, brickWidth, brickHeight);
}
@Override
public Rectangle getBounds() {
return new Rectangle(x, y, brickWidth, brickHeight);
}
}