我在java中制作了一个基本的蛇游戏,我需要一些帮助来获得更流畅的动画效果。蛇的每个部分都是20x20的正方形,所以我让蛇以每个刻度20像素的步长移动。这使得蛇似乎在网格上移动,这意味着它将始终与仅在“网格”上产生的食物对齐。现在我的问题是,当我尝试将它移动3步时,它不再与“网格”对齐。另一个更严重的问题是蛇通过移动第一个方块移动,然后将所有其他方设置到数组中的下一个位置(参见代码)。问题是,当它移动3步时,蛇会收缩,所以每个原点之间只有3个间隙,而不是20个。任何人都可以帮助解决这些问题吗?如果需要,我可以添加整个源代码。
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferStrategy;
import java.io.BufferedReader;
import java.io.BufferedWriter;
import java.io.FileReader;
import java.io.FileWriter;
import java.io.IOException;
import java.util.Random;
import javax.swing.Timer;
public class player1 extends Canvas implements Runnable {
private keyevents keyevent;
private element [] elements;
private element goal;
private int numSegments, score, endY, quitX, snakeSize, windowSize;
private Font scorefont;
private long cycleTime;
private final int FRAME_DELAY;
private BufferStrategy bf;
private boolean gameOver, isRunning;
public player1(Frame window) {
setSize(new Dimension(window.getWidth(), window.getHeight()));
FRAME_DELAY = 20;
windowSize = 400;
snakeSize = 20;
score = 0;
isRunning = false;
numSegments = 5;
scorefont = new Font("Verdana", Font.BOLD, snakeSize);
elements = new element [300];
goal = new element(randompos(snakeSize,windowSize-snakeSize),randompos(snakeSize,windowSize-snakeSize), snakeSize, Color.green);
keyevent = new keyevents();
keyevent.setP1Keys(2,true);
for (int i=0, xPos = round(windowSize/2), yPos = round(windowSize/2); i<numSegments; i++, xPos+=snakeSize) {
elements[i] = new element(xPos,yPos, snakeSize, Color.blue);
}
addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent evt) {
keyevent.moveIt(evt);
switch(evt.getKeyCode()){
case KeyEvent.VK_ESCAPE:
isRunning = false;
screen.newMenu();
}
}
});
}
public void start(player1 ex){
isRunning = true;
Thread gameThread = new Thread(ex);
gameThread.setPriority(Thread.MIN_PRIORITY);
gameThread.start();
}
public void run(){
cycleTime = System.currentTimeMillis();
while(isRunning){
logic();
render();
sync();
}
}
public void render() {
if (bf==null){
bf = getBufferStrategy();
}
Graphics2D g2 = null;
try{
g2 = (Graphics2D) bf.getDrawGraphics();
g2.setColor(Color.black);
g2.fillRect(0, 0, windowSize, windowSize);
for (int i=0;i<numSegments;i+=1) {
elements[i].draw(g2);
}
g2.setColor(Color.green);
goal.draw(g2);
g2.setColor(Color.orange);
g2.fill3DRect(0, 0, windowSize, snakeSize, true);
g2.setColor(Color.red);
g2.setFont(scorefont);
g2.drawString("Score: "+score, 5, snakeSize-4);
FontMetrics fm = g2.getFontMetrics();
g2.setColor(Color.blue);
fm = g2.getFontMetrics();
g2.setColor(Color.black);
quitX = (windowSize - fm.stringWidth("ESC = quit")-5);
g2.drawString("ESC = quit",quitX,snakeSize-snakeSize/5);
}finally{
g2.dispose();
}
bf.show();
Toolkit.getDefaultToolkit().sync();
}
public void sync(){
cycleTime = cycleTime + FRAME_DELAY;
long difference = cycleTime - System.currentTimeMillis();
try {
Thread.sleep(Math.max(0, difference));
}
catch(InterruptedException e) {
e.printStackTrace();
}
}
public void logic(){
int x = elements[0].getX();
int y = elements[0].getY();
Rectangle elementrect = elements[0].getRect();
keyevent.setP1Pressed(false);
//Movement
for(int i = numSegments-1; i>0; i--){
elements[i].setX(elements[i-1].getX());
elements[i].setY(elements[i-1].getY());
}
if(keyevent.getP1Keys(0)){
elements[0].setY(y+20);
}
else if(keyevent.getP1Keys(1)){
elements[0].setY(y-20);
}
else if(keyevent.getP1Keys(2)){
elements[0].setX(x-20);
}
else if(keyevent.getP1Keys(3)){
elements[0].setX(x+20);
}
if(elements[0].getX()>windowSize-snakeSize){
elements[0].setX(0);
}
else if(elements[0].getX()<0){
elements[0].setX(windowSize-snakeSize);
}
if(elements[0].getY()>windowSize-snakeSize){
elements[0].setY(0);
}
else if(elements[0].getY()<0+snakeSize){
elements[0].setY(windowSize-snakeSize);
}
for(int i=0; i<numSegments; i++){
elements[i].updateRect();
}
//Collision
if(elementrect.intersects(goal.getRect())){
numSegments+=1;
elements[numSegments-1] = new element(elements[numSegments-2].getX(),elements[numSegments-2].getY(), snakeSize,Color.blue);
goal.setX(randompos(snakeSize,windowSize-snakeSize));
goal.setY(randompos(snakeSize,windowSize-snakeSize));
score+=1;
}
for(int i=1; i<numSegments; i++){
if(elementrect.intersects(elements[i].getRect())){
gameOver();
}
}
}
public void gameOver(){
isRunning = false;
}
public int randompos(int min,int max){
System.out.println(snakeSize);
int range = max-min;
Random randompos = new Random();
int pos = randompos.nextInt(range)+min;
pos*=2;
pos += snakeSize;
pos /= snakeSize*2;
pos *= snakeSize*2;
pos/=2;
return pos;
}
}
答案 0 :(得分:6)
1)正确使用Java命名约定player1
应为Player1
等
2)不要使用pre_historic AWT Canvas
,使用Swing JPanel, JLabel or JComponent
,同样适用于Frame ---> JFrame
3)不要使用KeyListener
,因为您的Canvas需要Focus
,最简单的是使用KeyBinding
4)您遇到Concurency in Swing的问题,使用javax.swing.Timer而非Runnable#Tread
的错误实施
5)永远不要将Thread.sleep(Math.max(0, difference));
用于AWT / Swing J / Components,因为阻止EventDispatchTread,以及对于Thread.sleep()你错误的GUI实现将冻结os保持不负责任,使用javax。 swing.Timer用于分析Swing中的任何事件
6)在这里张贴SSCCE,展示你的真实的uissues,而不是一堆无法解释的代码,并且somw anothere错过了(也许是,也许不是)重要的类,
答案 1 :(得分:1)
除了@ mKorbel的优秀建议外,请考虑为您的蛇段使用java.util.Queue
:
Queue<Element> snake = new LinkedList<Element>();
然后单个动画步骤只需删除最早的Element
并根据游戏的位置和速度规则添加一个新的偏移量:
snake.remove();
snake.add(newElement());
this.repaint();