我想创建一个Pong游戏。我想以某种方式移动球,直到它碰到墙壁。如果它碰到墙壁,它会走另一条路。问题在于,当我开始比赛时,球以正确的方式进行,但当它接触到墙壁时,球方向相反但只有一个像素,因此球反转1个像素,然后方向改变角度,它接触墙壁再次。我的移动球代码是在initBall方法中。请帮帮我:(
这是我的playPanel类:
private int posX = SCREEN_WIDTH / 2;
private int posY;
public Point posMouse = new Point();
private Point posBall = new Point();
private int playPanelWidth;
private int playPanelHeight;
private int padPanelWidth;
private int padPanelHeight;
private int panPanelWidth;
private int panPanelHeight;
private JLabel player1Score = new JLabel("0");
private JLabel ComputerScore = new JLabel("0");
private JPanel panPlayer1;
public JPanel panComputer;
public JPanel padPlayer1;
public JPanel padComputer;
private JButton but_Escape = new JButton("Press escape to continue !");
/*
* Constructor
*/
// ==============================================
public PlayPanel() {
super(new BorderLayout());
setBackground(PANPLAY_COLOR);
panPlayer1 = new JPanel();
panComputer = new JPanel();
padPlayer1 = new JPanel();
padComputer = new JPanel();
padPlayer1.setBackground(Color.DARK_GRAY);
padComputer.setBackground(Color.DARK_GRAY);
padPlayer1.setPreferredSize(PADPANEL_SIZE);
padComputer.setPreferredSize(PADPANEL_SIZE);
panPlayer1.setBackground(PANPLAY_COLOR);
panComputer.setBackground(PANPLAY_COLOR);
panPlayer1.add(padPlayer1);
panComputer.add(padComputer);
add(panPlayer1, BorderLayout.WEST);
add(panComputer, BorderLayout.EAST);
addMouseMotionListener(this);
panPlayer1.addComponentListener(new ComponentAdapter() {
@Override
public void componentResized(ComponentEvent arg0) {
setPanPanelWidth(arg0.getComponent().getSize().width);
setPanPanelHeight(arg0.getComponent().getSize().height);
}
});
addComponentListener(new ComponentAdapter() {
@Override
public void componentResized(ComponentEvent arg0) {
setPlayPanelWidth(arg0.getComponent().getSize().width);
setPlayPanelHeight(arg0.getComponent().getSize().height);
}
});
}
/*
* Setters and Getters
*/
// ==============================================
public int getPosX() {
return posX;
}
public void setPosX(int posX) {
this.posX = posX;
}
public int getPosY() {
return posY;
}
public void setPosY(int posY) {
this.posY = posY;
}
public JPanel getPanPlayer1() {
return panPlayer1;
}
public void setPanPlayer1(JPanel panPlayer1) {
this.panPlayer1 = panPlayer1;
}
public JPanel getPanComputer() {
return panComputer;
}
public void setPanComputer(JPanel panComputer) {
this.panComputer = panComputer;
}
public int getPlayPanelHeight() {
return playPanelHeight;
}
public void setPlayPanelHeight(int playPanelHeight) {
this.playPanelHeight = playPanelHeight;
}
public int getPlayPanelWidth() {
return playPanelWidth;
}
public void setPlayPanelWidth(int playPanelWidth) {
this.playPanelWidth = playPanelWidth;
}
public int getPadPanelWidth() {
return padPanelWidth;
}
public void setPadPanelWidth(int padPanelWidth) {
this.padPanelWidth = padPanelWidth;
}
public int getPadPanelHeight() {
return padPanelHeight;
}
public void setPadPanelHeight(int padPanelHeight) {
this.padPanelHeight = padPanelHeight;
}
public int getPanPanelWidth() {
return panPanelWidth;
}
public void setPanPanelWidth(int panPanelWidth) {
this.panPanelWidth = panPanelWidth;
}
public int getPanPanelHeight() {
return panPanelHeight;
}
public void setPanPanelHeight(int panPanelHeight) {
this.panPanelHeight = panPanelHeight;
}
/*
* Add the ball
*/
// ==============================================
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(Color.BLACK);
initBall(g2);
// trait épais
g2.setColor(Color.DARK_GRAY);
g2.setStroke(new BasicStroke(10));
g2.drawLine((getPlayPanelWidth() / 2) - 5, getPlayPanelHeight(),
(getPlayPanelWidth() / 2) - 5, 0);
}
/*
* Init ball
*/
// ==============================================
private void initBall(Graphics2D graphics2d) {
int x = getPosX(), y = getPosY();
boolean backX = false;
boolean backY = false;
Graphics2D g2 = graphics2d;
g2.fillOval(posX, posY, BALL_WIDTH, BALL_HEIGHT);
//posBall.setLocation(posX + BALL_WIDTH, posY + (BALL_HEIGHT / 2));
if (x < 1)
backX = false;
if (x > getWidth() - 50)
backX = true;
if (y < 1)
backY = false;
if (y > getHeight() - 50)
backY = true;
if (!backX)
setPosX(++x);
else {
setPosX(--x);
}
if (!backY)
setPosY(++y);
else
setPosY(--y);
repaint();
try {
Thread.sleep(2);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
@Override
public void mouseDragged(MouseEvent arg0) {
}
@Override
public void mouseMoved(MouseEvent arg0) {
posMouse.setLocation(arg0.getX(), arg0.getY()
- (getPadPanelHeight() / 2));
padPlayer1.setLocation(getPanPanelWidth() - 15, (int) posMouse.getY());
padComputer.setLocation(5, (int) posMouse.getY());
}
}
答案 0 :(得分:3)
所以你有:
private void initBall(Graphics2D graphics2d) {
int x = getPosX(), y = getPosY();
boolean backX = false;
boolean backY = false;
一开始,所以无论球的方向如何,每次都将摊位布局设为假。然后,在
中设置后退选项时,您没有“Else” if (x < 1)
backX = false;
if (x > getWidth() - 50)
backX = true;
if (y < 1)
backY = false;
if (y > getHeight() - 50)
backY = true;
正在发生的事情是球正朝着正确的方向移动,直到撞到墙壁(我猜顶壁)。然后这称为:
if (y > getHeight() - 50)
backY = true;
那么对于那次迭代,球因为
而回归if (!backY)
setPosY(++y);
else
setPosY(--y);
但是你马上就把它设置回假。我建议你有
private boolean backX = false; //same for backY
在你的方法之外。