需要协助以加速GOval对象(制作突破游戏)
时间:2020-03-06 15:03:54 来源:igfitidea点击:
大家好,我已经学习Java几周了,因此决定制作自己的Breakout版本。除了应该根据球拍速度(GRect)修改球(GOval)速度的方法外,游戏运行良好。无论如何,这是方法:
private double paddleVelocity(){ double paddleTracker=(paddleXTracker+paddleXTrackerTwo+paddleXTrackerThree)/3; //get the average x-coordinate for the paddle if(loopCounter>3){ //if the game has been through the loop more than three times (to ensure three x-coordinates have been stored) paddleVelocity=(paddle.getX()-paddleTracker)/50; //set paddleVelocity to the current paddle x-coordinate minus the average of the previous three paddle x-coordinates (which therefore finds the velocity and direction) }else{ paddleVelocity=(paddle.getX()-paddleXTracker)/50; //takes the previous paddle x-coordinate and subtracts it from the current x-coordinate (which therefore finds the velocity and direction) } return (paddleVelocity); }
这是调用它的方法:
private void detectCollisionPaddle(){; double ballY = ball.getY()+(BALL_RADIUS*2); if(paddle.getY()<=ballY && ball.getX()+BALL_RADIUS>=paddle.getX() && ball.getX()+BALL_RADIUS/2<=(paddle.getX()+PADDLE_WIDTH)){ //a mess of code which ensures the ball is within the bounds of the paddle yVel=-yVel; //make the ball bounce off bounceClip.play(); //play the bounce clip xVel=xVel+paddleVelocity(); //increase the velocity of the ball in the direction and speed of the paddle } }
实例变量包括:
private int loopCounter; //how many loops of the game code have been executed private double paddleVelocity; //velocity of the paddle private double paddleXTracker = 1; //value of the x-coordinate of the paddle one loop previous private double paddleXTrackerTwo; //value of the x-coordinate of the paddle two loops previous private double paddleXTrackerThree; //value of the x-coordinate of the paddle three loops previous private double yVel = -1; //y velocity of the ball private double xVel = 1; //x velocity of the ball
基本上,我希望paddleVelocity能够获取Paddle的三个连续的x坐标,并将它们与当前位置进行比较(paddle.getX())。这使我可以确定用户移动桨叶的速度和方向。然后,我返回结果(paddleVelocity),该结果应该添加到球的当前速度(xVel)中。但是,这似乎无法正常运行。删除对paddleVelocity()的调用后,代码将正常运行(尽管没有加速)。因此,我知道paddleVelocity方法存在问题。它似乎偏向右侧。毕竟,也许你们可以提供帮助,这是我第一次认真尝试编程。这是游戏的atm:http://cyb3rglitch.com/games/Glitchout_0.1/
是的,砖头还没有破裂。 :P干杯!
编辑:为了使它更容易,这是其凌乱的荣耀中的所有代码:
/* * File: Breakout.java * ------------------- * Name: Vito Cassisi */ import acm.graphics.*; import acm.program.*; import acm.util.*; import java.applet.*; import java.awt.*; import java.awt.event.*; public class Breakout extends GraphicsProgram { /** Width and height of application window in pixels */ public static final int APPLICATION_WIDTH = 400; public static final int APPLICATION_HEIGHT = 600; /** Dimensions of game board (usually the same) */ private static final int WIDTH = APPLICATION_WIDTH; private static final int HEIGHT = APPLICATION_HEIGHT; /** Dimensions of the paddle */ private static final int PADDLE_WIDTH = 60; private static final int PADDLE_HEIGHT = 10; /** Offset of the paddle up from the bottom */ private static final int PADDLE_Y_OFFSET = 30; /** Number of bricks per row */ private static final int NBRICKS_PER_ROW = 10; /** Number of rows of bricks */ private static final int NBRICK_ROWS = 10; /** Separation between bricks */ private static final int BRICK_SEP = 4; /** Width of a brick */ private static final int BRICK_WIDTH = (WIDTH - (NBRICKS_PER_ROW - 1) * BRICK_SEP) / NBRICKS_PER_ROW; /** Height of a brick */ private static final int BRICK_HEIGHT = 8; /** Radius of the ball in pixels */ private static final int BALL_RADIUS = 10; /**Ball speed in milliseonds*/ private static final int DELAY = 10; /** Offset of the top brick row from the top */ private static final int BRICK_Y_OFFSET = 70; /** Number of turns */ private static final int NTURNS = 3; private static final int COUNTDOWN = 200; private GOval ball; private GRect paddle; private GRect block; private GLabel life; private GLabel countDown; private GObject getObject; AudioClip bounceClip = MediaTools.loadAudioClip("bounce.au"); /* Method: run() */ /** Runs the Breakout program. */ public void run() { drawBlocks(); drawPaddle(); drawBall(); drawLife(); addMouseListeners(); while(!lose) { detectCollisionWall(); detectCollisionBlock(); detectCollisionPaddle(); decelerate(); assignPaddleTrackers(); pause(DELAY); loopCounter++; } GLabel youLose = new GLabel("You lose!",APPLICATION_WIDTH/2,APPLICATION_HEIGHT/2); youLose.setLocation((getWidth()-youLose.getWidth())/2, (getHeight()-youLose.getAscent())/2); add(youLose); } private void drawBlocks(){ /**Draw as many rows as defined in the constant 'NBRICKS_PER_ROW'*/ for(int i = 0;i<NBRICK_ROWS;i++){ blockX=(APPLICATION_WIDTH-((BRICK_WIDTH+BRICK_SEP)*NBRICKS_PER_ROW))/2; //center the blocks horizontally drawRow(); //draw the row blockY+=BRICK_HEIGHT+BRICK_SEP; //move the row down } } private void drawRow(){ /**Draw as many bricks as defined in the constant 'NBRICKS_PER_ROW'*/ for(int i = 0;i<NBRICKS_PER_ROW;i++){ block = new GRect(blockX,blockY,BRICK_WIDTH,BRICK_HEIGHT); //initialise the blocks add(block); //draw the blocks blockX+=BRICK_WIDTH+BRICK_SEP; //move x co-ordinate across } } private void drawPaddle(){ paddle = new GRect((APPLICATION_WIDTH-PADDLE_WIDTH)/2,(APPLICATION_HEIGHT-PADDLE_Y_OFFSET-PADDLE_HEIGHT),PADDLE_WIDTH, PADDLE_HEIGHT); add(paddle); } private void drawBall(){ double diameter = BALL_RADIUS*2; ball = new GOval((APPLICATION_WIDTH-diameter)/2,APPLICATION_HEIGHT-PADDLE_Y_OFFSET-PADDLE_HEIGHT*2-diameter,diameter,diameter); add(ball); } private void moveBall(){ ball.move(xVel, yVel); } private void detectCollisionWall(){ if(ball.getY()+(BALL_RADIUS*2)<getHeight() && ball.getY()>0 && ball.getX()+(BALL_RADIUS*2)<getWidth() && ball.getX()>0){ moveBall(); } if(ball.getY()+(BALL_RADIUS*2)>getHeight()){ yVel=-yVel; turnsLeft--; testForLose(); bounceClip.play(); } if(ball.getY()<0){ yVel=-yVel; bounceClip.play(); } if(ball.getX()+(BALL_RADIUS*2)>=getWidth()){ xVel=-xVel; bounceClip.play(); } if(ball.getX()<=0){ xVel=-xVel; bounceClip.play(); } moveBall(); } private void testForLose(){ if(turnsLeft==0){ lose=true; life.setLabel("You have "+turnsLeft+" lives!"); return; } life.setLabel("You have "+turnsLeft+" lives!"); remove(ball); drawBall(); xVel=1; yVel=-1; drawCountDown(); } private void drawCountDown(){ GLabel countDown = new GLabel("",APPLICATION_WIDTH/2,APPLICATION_HEIGHT/2); for(int i=3;i>0;i--){ countDown.setLabel("Respawn in: "+i); countDown.setLocation((getWidth()-countDown.getWidth())/2, (getHeight()-countDown.getAscent())/2); add(countDown); pause(COUNTDOWN); } countDown.setLabel("Go"); countDown.setLocation((getWidth()-countDown.getWidth())/2, (getHeight()-countDown.getAscent())/2); pause(COUNTDOWN); remove(countDown); } private void drawLife(){ life = new GLabel("You have "+turnsLeft+" lives!", APPLICATION_WIDTH/2,15); life.setLocation((getWidth()-life.getWidth())/2, 20); add(life); } private void detectCollisionBlock(){ GObject collisionObject = detectObject(ball, BALL_RADIUS*2, BALL_RADIUS*2); if(collisionObject==block){ remove(collisionObject); yVel=-yVel; } } private double paddleVelocity(){ double paddleTracker=(paddleXTracker+paddleXTrackerTwo+paddleXTrackerThree)/3; if(loopCounter>3){ paddleVelocity=(paddle.getX()-paddleTracker)/50; //paddleXTracker=paddle.getX(); }else{ paddleVelocity=(paddle.getX()-paddleXTracker)/50; } return (paddleVelocity); } private void detectCollisionPaddle(){; double ballY = ball.getY()+(BALL_RADIUS*2); //double ballX = ball.getX()+(BALL_RADIUS*2); /*if(ball.getY()+BALL_RADIUS*2>=paddle.getY() && ball.getX()+BALL_RADIUS*2>=paddle.getX() && ball.getX()<=paddle.getX()){ ball.setLocation(ball.getX(),paddle.getY()-BALL_RADIUS*2-1); }*/ if(paddle.getY()<=ballY && ball.getX()+BALL_RADIUS>=paddle.getX() && ball.getX()+BALL_RADIUS/2<=(paddle.getX()+PADDLE_WIDTH)){ yVel=-yVel; bounceClip.play(); xVel=xVel+paddleVelocity(); /* int x = 4; int center = PADDLE_WIDTH/2; double parts=center/x; int location=0; if(ball.getX()+BALL_RADIUS*2>paddle.getX()&& ball.getX()<paddle.getX()+PADDLE_WIDTH){ for(int i = 0;i<x;i++){ if (ball.getX()<center+paddle.getX() && ball.getX()>(parts*i)+paddle.getX()){ }else{ location = i; break; } } xVel=x/location; } } // if(ball.getX()+BALL_RADIUS<paddle.getX()+PADDLE_WIDTH/4){ if(xVel!=1){ if(xVel<0) { xVel=xVel-1; }else{ xVel=-xVel-1; } } } if (ball.getX()>paddle.getX()+(PADDLE_WIDTH-PADDLE_WIDTH/4)){ if(xVel>0){ xVel=xVel+1; }else{ xVel=-xVel+1; } } if (ball.getX()<paddle.getX()+(PADDLE_WIDTH-PADDLE_WIDTH/4) && ball.getX()+BALL_RADIUS>paddle.getX()+PADDLE_WIDTH/4){ if(xVel>1){ xVel=xVel-1; } if(xVel<-1){ xVel=xVel+1; } } */ } } public void mouseMoved(MouseEvent e){ paddle.move((e.getX()-paddle.getX()-PADDLE_WIDTH/2),0); } /*Passes in an object to be checked, i.e. the ball, and asks for it's height and width. It returns the object if one is present, otherwise it retuns null.**/ private GObject detectObject(GObject object, int width, int height){ double right = object.getX()+width; double bottom = object.getY()+height; getObject = getElementAt(object.getX(),object.getY()); if(getObject==null){ getObject = getElementAt(right,object.getY()); }else{ return getObject; } if(getObject==null){ getObject = getElementAt(object.getX(),bottom); }else{ return getObject; } if(getObject==null){ getObject = getElementAt(right,bottom); }else{ return getObject; } if(getObject==null){ return null; }else{ return getObject; } } private void decelerate(){ if(xVel<-1){ xVel=xVel+0.01; } if(xVel>1){ xVel=xVel-0.01; } } private void assignPaddleTrackers(){ paddleXTrackerThree=paddleXTrackerTwo; paddleXTrackerTwo=paddleXTrackerThree; paddleXTracker=paddle.getX(); } private int loopCounter; private double paddleVelocity; private double paddleXTracker = 1; private double paddleXTrackerTwo; private double paddleXTrackerThree; private double yVel = -1; private double xVel = 1; private int turnsLeft = NTURNS; private int blockY = BRICK_Y_OFFSET; private int blockX = 0; private static boolean lose = false; private RandomGenerator rgen = RandomGenerator.getInstance(); }
解决方案
当桨速度更新时,我看不到我们在哪里设置paddleXTracker
和朋友。因此,这里有一些可能的修复方法:
- 我们不会连续不断地更新过去的值,而只会在开始时一次。
- 我们从未更新过
paddleXTrackerTwo
和paddleXTrackerThree
值,因此,如果原点在左侧(可能是),则平均值在左侧(由于被3除)。
两者都会说明我们所看到的正确偏见。
此外,我们似乎正在做移动平均线的即兴版本。还有其他变体可能更适合我们要尝试做的事情。
编辑
现在我们可以使用完整的代码了,我看不出有什么问题。我只能建议我们使用调试技术,例如在游戏运行时打印出" paddle * Tracker *",以查看输出的值以及它们是否符合预期。
编辑2
只是为了使这个答案成为答案,根据我们的OOB讨论,分配跟踪器功能是错误的,并且没有使用paddleXTracker
更新paddleXTrackerTwo
。