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java - 在板上移动 Snake 的 body 会导致 body 结 block

转载 作者:塔克拉玛干 更新时间:2023-11-02 19:31:17 26 4
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所以我在 JPanel 中全面移动 Snake 时遇到了一些问题。现在这不是 JPanel 的问题或错误,我只是无法按应有的方式移动 Snake。我知道问题出在哪里,但我就是想不出一种方法让它正常工作而不会出现问题。

问题:蛇应该彼此相距约 10 像素,但它聚集在一起,彼此相距约 1 像素。

它应该是这样的。

This is how it is supposed to look.

这是它结 block 时的样子

This is how it looks when it clumps up

我尝试了几种我能想到的不同方法,并且我已经研究了好几天。

蛇应该以 1px 的速度保持移动,所以它是流畅的动画。头部不需要受到影响,因为它正在移动。但是一旦循环追上头部,它就会找到头部的位置,并将该位置提供给 body 。

蛇的移动。

int playerVel = 1;

public void MovePlayer(){
//Move the snake tail
if(IsMoving()){
//Move the head by its velocity
if(left){
X[0] -= playerVel;
}
else if(right){
X[0] += playerVel;
}
else if(up){
Y[0] -= playerVel;
}
else if(down){
Y[0] += playerVel;
}

for(int i = getSizeWithArmor(); i > 0; i--){
//Issue is when the for loop finishes counting down it located the Head's position that is 1 px away, and the rest of the body clumps up to it.
int newLocX = X[i] - X[i-1];
int newLocY = Y[i] - Y[i-1];

if(newLocX != 0){
if(newLocX == 10 || newLocX == -10){
X[i] = X[i-1];
}
else if(newLocX > 0){
X[i] = X[i-1] + 10;
}
else if(newLocX < 0){
X[i] = X[i-1] - 10;
}
else{
X[i] = X[i-1];
}
}

if(newLocY != 0){
if(newLocY == 10 || newLocY == -10){
Y[i] = Y[i-1];
}
else if(newLocY > 0){
Y[i] = Y[i-1] + 10;
}
else if(newLocY < 0){
Y[i] = Y[i-1] - 10;
}
else{
Y[i] = Y[i-1];
}
}
}
}
}

编辑 1:

任何帮助将不胜感激!如果我需要添加更多详细信息,请随时告诉我!

编辑 2:

    Move    X[0]    X[1]    X[2]    X[3]    X[4]    X[5]
-----------------------------------------------------

1 60 50 40 30 20 10
2 61 51 41 31 21 11
3 62 52 42 32 22 12
4 63 53 43 33 23 13
5 64 54 44 34 24 14
6 65 55 45 35 25 15
7 66 56 46 36 26 16
8 67 57 47 37 27 17

是我正在尝试做的事情。但随着 Snake 变长,它必须适应。

编辑 3:

这是整个 Player 类。播放器类负责所有移动和对齐自身。

类玩家:

public class Player implements Runnable{
//Info about the Player
private int[] X;
private int[] Y;
private int[] size;
private int blockPickup;
private int points;
private int armor;
private int blockSize = 10;

//Speeds
private int playerVel = 1;
private int speedDelay = 100;

//Direction the player is moving
private boolean up = false;
private boolean down = false;
private boolean right = false;
private boolean left = false;
private boolean inGame = false;
private boolean gamePaused = false;

private int boardWidth;
private int boardHeight;
private int allSpaces;

public void AddBlock(){
size = new int[getSizeWithArmor() + 1];

points++;
blockPickup++;
}
private void AddBlock(int increase){
size = new int[getSizeWithArmor() + increase];
points++;
}

public void AddArmor(){
armor++;
AddBlock(1);
}

public void RemoveArmor(){
armor--;
size = new int[getSizeWithArmor() - 1];
}

public int getArmor(){
return armor;
}
public int getSizeWithArmor(){
return size.length;
}

public int getSizeWithoutArmor(){
return size.length - armor;
}

public void ResetSize(){
size = new int[1 + getArmor()];
}

public int getPoints(){
return points;
}
public void IsGamePlaying(boolean playing){
inGame = playing;
}
public void IsGamePaused(boolean pause){
gamePaused = pause;
}

public void Reset(){
points = 0;
armor = 0;
blockPickup = 0;

ResetSize();
InitPlayer();
}

public Image Head(){
if(up){
return headUp;
}
else if(down){
return headDown;
}
else if(right){
return headRight;
}
else if(left){
return headLeft;
}
else{
return headRight;
}
}

public void InitPlayer(){
for(int i = 0; i <= getSizeWithArmor(); i++){
X[i] = (boardWidth / 2) - (i * blockSize);
Y[i] = boardHeight / 2;
}
}

public void SetDirection(int key){
if(key == KeyEvent.VK_UP && !down){
up = true;
left = false;
down = false;
right = false;
}
else if(key == KeyEvent.VK_DOWN && !up){
up = false;
left = false;
down = true;
right = false;
}
else if(key == KeyEvent.VK_LEFT && !right){
up = false;
left = true;
down = false;
right = false;
}
else if(key == KeyEvent.VK_RIGHT && !left){
up = false;
left = false;
down = false;
right = true;
}
}

public void MovePlayer(){
//Move the snake tail
if(IsMoving()){
//Move the head by its velocity

for(int i = getSizeWithArmor(); i > 0; i--){

int newLocX = X[i] - X[i-1];
int newLocY = Y[i] - Y[i-1];

//Block going left
if(newLocX > 0){
if(newLocX == -1){

}
else if(newLocX < -1){
X[i] = X[i-1] + 10;
}
}
//Block going right
else if(newLocX < 0){
X[i] = X[i-1] - 10;
}

//Block going up
if(newLocY > 0){
Y[i] = Y[i-1] + 10;
}
//Block going down
else if(newLocY < 0){
Y[i] = Y[i-1] - 10;
}
}

if(left){
X[0] -= playerVel;
}
else if(right){
X[0] += playerVel;
}
else if(up){
Y[0] -= playerVel;
}
else if(down){
Y[0] += playerVel;
}
}
}

public boolean IsMoving(){
if(up || down || left || right){
return true;
}
else{
return false;
}
}

public int getX(int i){
return X[i];
}

public int getY(int i){
return Y[i];
}

public void paint(Graphics2D g){
for(int i = 0; i < getSizeWithArmor(); i++){
if(i == 0){
g.drawImage(Head(), X[0], Y[0], null);
}
else if(getArmor() >= i){
g.drawImage(armorImage, X[i], Y[i], null);
}
else{
g.setColor(Color.YELLOW);
g.fillRect(X[i], Y[i], blockSize, blockSize);
}
}
}

@Override
public void run() {
try{
while(inGame){
if(!gamePaused){
MovePlayer();
Thread.sleep(20);
}
}
}
catch(Exception e){
System.err.println("Player has encoundered an error: "+e.getMessage());
}
}
}

我的 Board 类调用了对此类进行更改所需的所有数据。如果这个类非常困惑,我深表歉意。我还没有回去重组它并减少其中的很多废话。我也知道很多代码是多余的,不需要。我正在努力解决所有这些问题。现在我只是想解决蛇的 body 问题。

编辑 4:

我已经弄清楚了其中的一部分。我让它平滑地向右和向下动画。然而,一旦你向左或向上移动,它就会崩溃,并再次开始引起问题。就像我需要检查它之前是否在移动以及朝哪个方向移动。

public void MovePlayer(){
//Move the snake tail
if(IsMoving()){
//Move the head by its velocity

for(int i = getSizeWithArmor(); i > 0; i--){
int newLocX = X[i] - X[i-1];
int newLocY = Y[i] - Y[i-1];

//Figure out the last direction it was going in
if(newLocX != 0 && newLocY != 0){

}

//Block going left
if(newLocX > 0){
if(newLocX > 0 && newLocX <= 10){
X[i] -= 1;
}
else if(newLocX > 10){
X[i] = X[i-1] - 10;
}
}
//Block going right
else if(newLocX < 0){
if(newLocX < 0 && newLocX >= -10){
X[i] += 1;
}
else if(newLocX < -10){
X[i] = X[i-1] + 10;
}
}
//Block going up
else if(newLocY > 0){
if(newLocY == 1){
Y[i] -= 1;
}
else if(newLocY > 1){
Y[i] = Y[i-1] - 10;
}
}
//Block going down
else if(newLocY < 0){
if(newLocY < 0 && newLocY >= -10){
Y[i] += 1;
}
else if(newLocY < -10){
Y[i] = Y[i-1] + 10;
}
}

if(left){
X[0] -= playerVel;
}
else if(right){
X[0] += playerVel;
}
else if(up){
Y[0] -= playerVel;
}
else if(down){
Y[0] += playerVel;
}
}
}

最佳答案

This JSFiddle (which generates the table below)表明您的循环没有按预期运行。从假设的 x 位置 [50, 40, 30, 20, 10, 0] 开始,这是 10 次迭代后的样子:

moves   X[0]    X[1]    X[2]    X[3]    X[4]    X[5]
----------------------------------------------------
0 50 40 30 20 10 0
1 51 41 40 30 20 10
2 52 42 31 40 30 20
3 53 43 32 41 40 30
4 54 44 33 42 31 40
5 55 45 34 43 32 41
6 56 46 35 44 33 42
7 57 47 36 45 34 43
8 58 48 37 46 35 44
9 59 49 38 47 36 45
10 60 50 39 48 37 46

我一直在研究它,但想不出一个好的方法来修复这段代码,让它们按应有的方式移动。我认为这比仅使用数学或单个 for 循环所能做的要复杂一些。一种可能性是存储每个 block 移动的方向。

您还可以计算出每个方 block 的目的地(即,10 步后它会在哪里?)然后进行插值以使其平稳移动。这种方法的优点是您可以在处理动画之前确保 block 到达正确的位置 - 在担心它的外观是否漂亮之前确保游戏逻辑正常工作。


认为 this is closer到你正在尝试做的事情(没有移动次数的行是目标数组):

moves  X[0]    X[1]    X[2]    X[3]    X[4]    X[5]    X[6]    X[7]    X[8]    X[9]    X[10]
--------------------------------------------------------------------------------------------
0 50 40 30 30 30 20 20 20 30 40 50
50 40 30 30 30 20 20 20 30 40 50
1 51 41 31 30 30 21 20 20 29 39 49
2 52 42 32 30 30 22 20 20 28 38 48
3 53 43 33 30 30 23 20 20 27 37 47
4 54 44 34 30 30 24 20 20 26 36 46
5 55 45 35 30 30 25 20 20 25 35 45
6 56 46 36 30 30 26 20 20 24 34 44
7 57 47 37 30 30 27 20 20 23 33 43
8 58 48 38 30 30 28 20 20 22 32 42
9 59 49 39 30 30 29 20 20 21 31 41
10 60 50 40 30 30 30 20 20 20 30 40
60 50 40 30 30 30 20 20 20 30 40
11 61 51 41 31 30 30 21 20 20 29 39
12 62 52 42 32 30 30 22 20 20 28 38
13 63 53 43 33 30 30 23 20 20 27 37
14 64 54 44 34 30 30 24 20 20 26 36
15 65 55 45 35 30 30 25 20 20 25 35
16 66 56 46 36 30 30 26 20 20 24 34
17 67 57 47 37 30 30 27 20 20 23 33
18 68 58 48 38 30 30 28 20 20 22 32
19 69 59 49 39 30 30 29 20 20 21 31
20 70 60 50 40 30 30 30 20 20 20 30
70 60 50 40 30 30 30 20 20 20 30
21 71 61 51 41 31 30 30 21 20 20 29

或图形化:

enter image description here

我会尝试将它翻译成 Java,但我的 Java 已经生锈了,我无法将它插入你的代码中,所以我不能保证它是完美的。重要的部分是逻辑。另请注意,它仅适用于 x 值,但添加 y 值应该是微不足道的:

您需要一个目标数组,它是 X 的副本:

int[] dests = (int[])X.clone();

然后,在 MovePlayer 中,仅当方 block 到达目的地(因此需要新方 block )时才根据移动方向设置它:

if(IsMoving() && X.equals(dests)) {
for(int i = dests.length - 1; i > 0; i--) {
if(X[i] != X[i-1])
dests[i] = X[i-1];
}

if(left) {
dests[0] = X[0] - 10;
} else if(right) {
dests[0] = X[0] + 10;
}
}

最后,将 block 移向它们的目的地:

for(var i = 0; i < X.length; i++) {
X[i] += Integer.signum(dests[i] - X[i]);
}

signum 根据参数的符号返回 [-1, 0, 1] 之一。

关于java - 在板上移动 Snake 的 body 会导致 body 结 block ,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/13651447/

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