所以我正在制作马里奥游戏。该级别是使用数组中的映射完成的。
const map =
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,];
const size = 128;
我想创建一个函数,该函数将返回mario下的块的索引。 我尝试写
export function findBlockUnder(posX: number, posY: number) {
for (let index = 0; index < map.length; index++) {
return map[index]}
}
,但这仅返回数组的第一个数字。 如果我可以使用它,在获得findBlockUnder的数字后,我会写类似这样的东西
const floorUnderMario = findBlockUnder(posX, posY)
if (floorUnderMario = "0") {
velocityY += deltaTime * 0.003;
} else {
velocityY = 0;
}
截至目前,我仅使用书面的Y坐标就已经制作了4个外部边界
export function findBlockUnder(posX: number, posY: number) {
return 1320
}
export function findBlockAbove(posX: number, posY: number) {
return 1200
}
export function findBlockRight(posX:number, posY:number){
return 3380
}
export function findBlockLeft(posX:number, posY:number){
return -375
}
const bloksPaLabi = findBlockRight(posX, posY);
if (posX>bloksPaLabi){
posX=bloksPaLabi;
}
const bloksPaKreisi = findBlockLeft(posX, posY);
if (posX<bloksPaKreisi){
posX=bloksPaKreisi;
}
因此,如果有人可以帮助我,我将如何编写代码以获取mario下的程序块索引?完整代码如下: level.ts
import bricksSrc from "./images/bricks3.png"
import questionSrc from "./images/question.png"
const siena = document.createElement("img");
siena.src = bricksSrc;
const question = document.createElement("img");
question.src = questionSrc;
const map =
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,];
const size = 128;
export function findBlockUnder(posX: number, posY: number) {
return 1320
}
export function findBlockAbove(posX: number, posY: number) {
return 1200
}
export function findBlockRight(posX:number, posY:number){
return 3380
}
export function findBlockLeft(posX:number, posY:number){
return -375
}
export function MapDraw(context: CanvasRenderingContext2D, marioPosX: number, marioPosY: number) {
const mapOffsetX = marioPosX;
const mapOffsetY = marioPosY;
for (let index = 0; index < map.length; index++) {
const x = (index % 32);
const y = Math.floor(index / 32);
if (map[index] == 1) {
context.drawImage(siena,
x * size - mapOffsetX,
y * size - mapOffsetY,
size,
size);
}
if (map[index] == 2) {
context.drawImage(question,
x * size - mapOffsetX,
y * size - mapOffsetY,
size,
size);
}
// if (map[index] == 0) {
// context.fillStyle = "#ffffff"
// context.fillRect(x * size - mapOffsetX, y * size, size, size);
// }
}
function resize() {
let width = document.documentElement.clientWidth;
let maxWidth = Math.floor(document.documentElement.clientHeight / 0.5625);
if (width > maxWidth) {
width = maxWidth;
}
context.canvas.style.width = width + "px";
context.canvas.style.height = Math.floor(width * 0.5625) + "px";
};
window.addEventListener("resize", resize, { passive: true });
resize();
}
mario.ts
import marioSrc from "./images/8mario_burned.png";
/*
const canvas = document.createElement("canvas2");
document.body.appendChild(canvas);
canvas.style.outline = "1px solid black";
canvas.style.cursor = "none";
*/
const mario = new Image();
mario.src = marioSrc;
export function drawMario(
context: CanvasRenderingContext2D,
centerX: number,
centerY: number,
) {
context.drawImage(mario, centerX, centerY, 100, 100);
}
index.ts
import { drawMario } from "./mario"
import {
MapDraw,
findBlockUnder,
findBlockAbove,
findBlockRight,
findBlockLeft,
} from "./level"
import backSrc from "./images/background.png";
const canvas = document.createElement("canvas");
document.body.appendChild(canvas);
canvas.style.outline = "1px solid black";
canvas.style.cursor = "none";
canvas.width = 2048;
canvas.height = 1024;
const context = canvas.getContext("2d");
context.fillStyle = "rgb(200,120,60)";
const back = new Image();
back.src = backSrc;
function drawback(
context: CanvasRenderingContext2D,
posX: number,
posY: number,
) {
context.drawImage(back, -posX / 10, -posY / 10, canvas.width * 1.5, canvas.height * 1.5);
}
window.requestAnimationFrame(renderLoop);
const sprite2 = document.createElement("img");
sprite2.src =
"https://i.pinimg.com/originals/4b/91/1c/4b911c7d968feeaa993d24c93ddb821e.png";
let posX = 20;
let posY = 20;
let velocityY = 0;
let velocityX = 0;
let previousTime = 0;
let movementStarted = 0;
let wasMoving = false;
let keysPressed: string[] = [];
canvas.oncontextmenu = function (event) {
event.preventDefault();
};
/** NB! `document`, nevis `canvas` */
document.addEventListener("keydown", function (e) {
if (keysPressed.indexOf(e.key) === -1) {
keysPressed.push(e.key);
}
});
document.addEventListener("keyup", function (e) {
let idx = keysPressed.indexOf(e.key);
if (idx > -1) {
keysPressed.splice(idx, 1);
}
});
function renderLoop(time: number) {
context.clearRect(0, 0, canvas.width, canvas.height);
if (previousTime === 0) {
previousTime = time;
}
const deltaTime = time - previousTime;
previousTime = time;
moveMario(deltaTime);
drawback(context, posX, posY);
MapDraw(context, posX, posY);
drawMario(context, 500, 500);
// drawSprite2(time, deltaTime);
window.requestAnimationFrame(renderLoop);
}
function moveMario(deltaTime: number) {
const isMoving = keysPressed.indexOf("ArrowRight") > -1;
if (isMoving) {
posX += deltaTime * 0.8;
}
const isMovingLeft = keysPressed.indexOf("ArrowLeft") > -1;
if (isMovingLeft) {
posX -= deltaTime * 0.8;
}
const gridaZemMario = findBlockUnder(posX, posY)
const isFalling = posY < gridaZemMario;
if (isFalling) {
velocityY += deltaTime * 0.003;
} else {
velocityY = 0;
posY = gridaZemMario;
}
console.log (gridaZemMario)
const bloksVirsMario = findBlockAbove(posX, posY);
const bloksPaLabi = findBlockRight(posX, posY);
if (posX>bloksPaLabi){
posX=bloksPaLabi;
}
const bloksPaKreisi = findBlockLeft(posX, posY);
if (posX<bloksPaKreisi){
posX=bloksPaKreisi;
}
if (posY>410 && posX<100 && posY<600 ){
posY=410;
velocityY=0
}
const isMovingUp = keysPressed.indexOf("ArrowUp") > -1;
if (isMovingUp && !isFalling) {
velocityY = -1.5;
// posY -= deltaTime * 4;
}
posY += deltaTime * velocityY;
}
答案 0 :(得分:0)
我不确定您尝试达到什么目的,所以也许我弄错了您的问题,但是您的public class navegador extends AppCompatActivity {
public String Sdat;
public EditText ET2;
int tam;
ArrayList<String> Medidas;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_navegador);
ET2 = findViewById(R.id.ET1);
Button bot = findViewById(R.id.bot);
tam = getIntent().getIntExtra("numero",0);
Medidas = new ArrayList<>();
int contador = 0;
System.out.println("TAMAÑO DEL ARRAY: "+ tam);
while ( contador <= tam){
System.out.println("TAMAÑO DEL CONTADOR: " + contador);
bot.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View bot) {
if(bot.isPressed()){
MeterMedida();
}
}
});
contador++;
if(contador == tam){
Toast.makeText(this, "Distancia máxima alcanzada. Toca Crear tabla.", Toast.LENGTH_SHORT).show();
}
}
}
public void MeterMedida(){
Sdat = ET2.getText().toString();
Medidas.add(Sdat);
ET2.setText("");
}
public void LanzarLista (View view){
Intent A = new Intent(this, Lista.class);
A.putStringArrayListExtra("Lista", Medidas);
startActivity(A);
}
}
只是一个只有一维索引x的数组。
在您的const map
中,您传递了function findBlockUnder(posX: number, posY: number)
和x
。
您可能需要像y
这样的矩阵?
const map = [][]
函数所做的所有事情都将返回数组的第一个结果,因为findBlockUnder
会提前退出for循环,因此不会遍历整个数组