Java 游戏:射击子弹
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Java Game: Shooting Bullets
提问by Grim Reaper
I am (kind of) new to creating games with Java. I created some simple games before like a bag collecting game but now I want to make a top-down zombie shooting game. I already have a player that can move, but now I want to implement shooting. The problem is that I am not sure how to make a new bullet that shoots from the player to the right / up / down /left to the end of the screen depending on what part of the screen the player is facing.I have pasted all my of code below (4 classes):
我是(有点)使用 Java 创建游戏的新手。我之前创建了一些简单的游戏,比如收集包的游戏,但现在我想做一个自上而下的僵尸射击游戏。我已经有一个可以移动的播放器,但现在我想实现射击。问题是我不确定如何根据玩家面对的屏幕部分制作从玩家向右/向上/向下/向左发射到屏幕末端的新子弹。我在下面粘贴了我所有的代码(4 个类):
package me.mateo226.main;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JPanel;
import me.mateo226.entities.Player;
import me.mateo226.guns.Bullet;
public class GamePanel extends JPanel implements Runnable {
private static final long serialVersionUID = 1L;
private static final int PWIDTH = 720;
private static final int PHEIGHT = 480;
private static Thread game;
private static volatile boolean running = false;
public static volatile boolean gameOver = false;
public static volatile boolean paused = false;
public static Graphics g;
public static Image gImage;
public static long lastLoopTime = System.currentTimeMillis();
public static long delta;
public static volatile boolean upPressed = false;
public static volatile boolean downPressed = false;
public static volatile boolean leftPressed = false;
public static volatile boolean rightPressed = false;
public BufferedImage backgroundImage;
public Player player;
Bullet bullet;
public GamePanel() {
setPreferredSize(new Dimension(PWIDTH, PHEIGHT));
setBackground(Color.white);
setFocusable(true);
requestFocus();
waitForTermination();
}
public void addNotify() {
super.addNotify();
startGame();
}
public void waitForTermination() {
addKeyListener(new KeyListener() {
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == KeyEvent.VK_ESCAPE) {
GamePanel.stopGame();
}
if (keyCode == KeyEvent.VK_W || keyCode == KeyEvent.VK_UP) {
upPressed = true;
}
if (keyCode == KeyEvent.VK_S || keyCode == KeyEvent.VK_DOWN) {
downPressed = true;
}
if (keyCode == KeyEvent.VK_A || keyCode == KeyEvent.VK_LEFT) {
leftPressed = true;
}
if (keyCode == KeyEvent.VK_D || keyCode == KeyEvent.VK_RIGHT) {
rightPressed = true;
}
if (keyCode == KeyEvent.VK_ESCAPE) {
System.exit(0);
}
}
@Override
public void keyReleased(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == KeyEvent.VK_W || keyCode == KeyEvent.VK_UP) {
upPressed = false;
}
if (keyCode == KeyEvent.VK_S || keyCode == KeyEvent.VK_DOWN) {
downPressed = false;
}
if (keyCode == KeyEvent.VK_A || keyCode == KeyEvent.VK_LEFT) {
leftPressed = false;
}
if (keyCode == KeyEvent.VK_D || keyCode == KeyEvent.VK_RIGHT) {
rightPressed = false;
}
}
@Override
public void keyTyped(KeyEvent e) {
}
});
}
@Override
public void run() {
running = true;
while (running) {
delta = System.currentTimeMillis() - lastLoopTime;
lastLoopTime = System.currentTimeMillis();
gameUpdate();
gameRender();
checkMovement();
paintpauseScreen();
try {
Thread.sleep(5);
} catch (Exception e) {
System.out.println("The thread couldn't sleep! Error info: "
+ e);
}
}
System.exit(0);
}
private void checkMovement() {
if (!paused && !gameOver) {
}
}
private void paintpauseScreen() {
Graphics g;
try {
g = this.getGraphics();
if ((g != null) && (gImage != null))
g.drawImage(gImage, 0, 0, null);
g.dispose();
} catch (Exception e) {
System.out.println("Graphics context error: " + e);
}
}
private void gameRender() {
if (gImage == null) {
gImage = createImage(PWIDTH, PHEIGHT);
if (gImage == null) {
System.out
.println("image null after creating it??? Please check the code for any errors!");
} else {
g = gImage.getGraphics();
}
}
if (!paused) {
g.setColor(Color.white);
g.fillRect(0, 0, PWIDTH, PHEIGHT);
g.setColor(Color.blue);
}
try {
backgroundImage = ImageIO.read(new File("res\background.png"));
} catch (IOException e) {
e.printStackTrace();
}
g.drawImage(backgroundImage, 0, 0, Color.white, null);
if (player != null) {
player.drawPlayer(g);
}
if (bullet != null) {
bullet.drawBullet(g);
}
}
private void gameUpdate() {
if (!paused && !gameOver) {
movePlayer();
if (bullet != null){
bullet.shootBullet(g, "right");
}
}
}
public void startGame() {
if (game == null) {
game = new Thread(this);
if (game == null) {
System.out.println("Couldn't create the thread!");
} else {
System.out.println("Thread created!");
game.start();
}
}
if (g == null) {
g = this.getGraphics();
if (g == null) {
System.out.println("The graphics were not created!");
} else {
System.out.println("The graphics are successfully created!");
}
}
player = new Player(32, 32, "res\player.png");
bullet = new Bullet("res\grassTile.png", "right", player.x + 32,
player.y);
running = true;
}
public void movePlayer() {
if (upPressed) {
player.y -= player.moveSpeed * delta;
}
if (downPressed) {
player.y += player.moveSpeed * delta;
}
if (leftPressed) {
player.x -= player.moveSpeed * delta;
}
if (rightPressed) {
player.x += player.moveSpeed * delta;
}
}
public static void stopGame() {
running = false;
}
}
This was my GamePanel class. This is my Main class:
这是我的 GamePanel 类。这是我的主要课程:
package me.mateo226.main;
import java.awt.Container;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
public class Main extends JFrame implements WindowListener {
private static final long serialVersionUID = 1L;
private static GamePanel panel;
public static boolean DEBUGGING = false;
public Main(){
super("The Gun Reactor");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
addWindowListener(this);
Container c = getContentPane();
panel = new GamePanel();
c.add(panel, "Center");
setResizable(false);
pack();
setLocationRelativeTo(null);
if(JOptionPane.showConfirmDialog(null, "Enable debugging?") == 1){
DEBUGGING = true;
} else {
DEBUGGING = false;
}
setVisible(true);
}
@Override
public void windowActivated(WindowEvent arg0) {
}
@Override
public void windowClosed(WindowEvent arg0) {
}
@Override
public void windowClosing(WindowEvent arg0) {
}
@Override
public void windowDeactivated(WindowEvent arg0) {
}
@Override
public void windowDeiconified(WindowEvent arg0) {
}
@Override
public void windowIconified(WindowEvent arg0) {
}
@Override
public void windowOpened(WindowEvent arg0) {
}
public static void main(String args[]){
new Main();
}
}
This is my Player class:
这是我的 Player 类:
package me.mateo226.entities;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class Player {
public int x, y;
public float moveSpeed = 0.1f;
private BufferedImage playerTexture;;
public Player(int x, int y, String texturePath){
this.x = x;
this.y = y;
try {
playerTexture = ImageIO.read(new File(texturePath));
} catch (IOException e){
e.printStackTrace();
}
}
public void drawPlayer(Graphics g){
g.setColor(Color.white);
g.drawImage(playerTexture, x, y, null);
}
}
And finally this is my bullet class which I don't really know how to use or even make it properly:
最后这是我的子弹类,我真的不知道如何使用,甚至不知道如何正确使用它:
package me.mateo226.guns;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import me.mateo226.main.GamePanel;
public class Bullet {
private int x, y;
private BufferedImage bulletTexture;
private float bulletSpeed = 0.1f;
public Bullet(String bulletTexturePath, String dir, int x, int y) {
this.x = x;
this.y = y;
try {
bulletTexture = ImageIO.read(new File(bulletTexturePath));
} catch (IOException e) {
e.printStackTrace();
}
}
public void drawBullet(Graphics g) {
g.setColor(Color.white);
g.drawImage(bulletTexture, x, y, null);
}
public void shootBullet(Graphics g, String dir) {
switch (dir) {
case "left":
while (x > -32) {
x -= bulletSpeed * GamePanel.delta;
drawBullet(g);
}
break;
case "right":
while (x < 700) {
x += bulletSpeed * GamePanel.delta;
try {
Thread.sleep(500);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
break;
case "up":
while (y > -32) {
y -= bulletSpeed * GamePanel.delta;
drawBullet(g);
}
break;
case "down":
while (y < 480) {
y += bulletSpeed * GamePanel.delta;
drawBullet(g);
}
break;
}
}
}
Any help would be great! Thank you very much!
任何帮助都会很棒!非常感谢你!
回答by David Maes
EDITI just read that you only have four directions. In that case you do not need a direction vector. Just set the direction once. Ok so the code example.
编辑我刚刚读到你只有四个方向。在这种情况下,您不需要方向向量。只需设置一次方向。好的,代码示例。
First the gameloop. Add the firedBullets for update in the gameloop. Every fired bullet gets moved on its direction vector.
首先是游戏循环。在游戏循环中添加用于更新的 fireBullets。每个发射的子弹都会在其方向向量上移动。
private void gameUpdate() {
if (!paused && !gameOver) {
movePlayer();
foreach(Bullet bullet : player.getFiredBullets(){
bullet.moveInDirection();
}
}
}
And your Bullet class:
还有你的子弹课:
public class Bullet {
private Direction direction;
private float speed = 1.2f;
private int x;
private int y;
public Bullet(int x, int y){
this.x =x;
this.y=y;
}
public void launchBullet(Direction direction){
this.direction=direction;
}
public void moveInDirection() {
//move the bullet with speed in the set direction. Same as you already have but without the while loop.
}
}
So the player should have a method fire. This creates the bullet with position of the player. The bullet gets the same direction as where the player is facing. And the bullet get added to the list so it will be updated every gameloop.
所以玩家应该有一个方法火。这将创建带有玩家位置的子弹。子弹的方向与玩家面对的方向相同。并且子弹被添加到列表中,因此它将在每个游戏循环中更新。
public class Player {
private List<Bullet> firedBullets = new ArrayList<Bullet>();
public void fire(){
Bullet bullet = new Bullet(playerX, playerY);
firedbullets.add(bullet);
bullet.launch(direction); //this should be calculated by which direction the player is facing.
}
}
So the direction gets set once when the bullet is fired. Every game update the bullet is moved in this direction by the speed of the bullet. This logic can be used for everything that has to be moved in the game. For example if you want a bullet that changes direction in mid-air you would just change its direction in mid-air.
因此,当子弹发射时,方向会设置一次。每次游戏更新时,子弹都会按照子弹的速度朝这个方向移动。此逻辑可用于必须在游戏中移动的所有内容。例如,如果你想要一颗子弹在空中改变方向,你只需在空中改变它的方向。