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Java Breakout 游戏过早退出

转载 作者:塔克拉玛干 更新时间:2023-11-03 04:39:09 25 4
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我正在介绍在线编程。但是,我被困在一项任务上。

作业是编写一个闯关游戏。我已经成功编写了 97% 的游戏。然而,游戏在移除所有积木之前停止。有时还剩 4 block 积木,有时是 11 block 。程序设计为在计分器到达所有积木都消失的点时停止,因此它必须提前到达该点。

我做错了什么?

编辑:内联代码。和改写的问题

/*
* File: Breakout.java
* -------------------
* Name:Alex Godin
*
* This file will eventually implement the game of Breakout.
*/

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;

/** 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;

/**pause time*/
private static final int PAUSE_TIME = 3;

/**THE VALUE OF EACH BRICK*/
private static final int BRICKVAL = 10;

/** ivar holding the ball*/
private GOval ball;

/**The current row(for setup)*/
private static int rownum = 0;

/**The paddle*/
private static GRect paddle = new GRect(PADDLE_WIDTH, PADDLE_HEIGHT);

/**The velocity*/
private static double vx, vy;

/**the random generator*/
private RandomGenerator rgen = RandomGenerator.getInstance();

/**bricks remaining*/
private static int bricks = NBRICKS_PER_ROW * NBRICK_ROWS;

/**the score int*/
private static int scoreINT = 0;

/**livesRemaining*/
private static int livesINT = NTURNS;

/**score label*/
private static GLabel score = new GLabel("Score:" + scoreINT,0,0);

/**lives label*/
GLabel lives = new GLabel("lives :" + livesINT,0,0);

/* Method: run() */
/** Runs the Breakout program */
public void run() {
scoreAndLives();
setUpBricks();
paddle();
addMouseListeners();
addKeyListeners();
vx = rgen.nextDouble(1.0, 3.0);
ball();
move();
}

/**adds a score and life counter*/
private void scoreAndLives(){
score();
lives();
}

/**adds a score counter*/
private void score(){
score.setLocation(7,7 + score.getHeight());
score.setColor(Color.RED);
score.setFont(new Font("Serif", Font.BOLD, 24));
add(score);
}

/**adds a life counter*/
private void lives(){
lives.setLocation(WIDTH - lives.getWidth()*2 + 7,7 + lives.getHeight());
lives.setColor(Color.RED);
lives.setFont(new Font("Serif", Font.BOLD, 24));
add(lives);
}

/**designs the brick */
private GRect brickDesign() {
GRect brick = new GRect(BRICK_WIDTH, BRICK_HEIGHT);
brick.setFilled(true);
switch (rownum + 1){
case 1: brick.setColor(Color.RED); break;
case 2: brick.setColor(Color.RED); break;
case 3: brick.setColor(Color.ORANGE); break;
case 4: brick.setColor(Color.ORANGE); break;
case 5: brick.setColor(Color.YELLOW); break;
case 6: brick.setColor(Color.YELLOW); break;
case 7: brick.setColor(Color.GREEN); break;
case 8: brick.setColor(Color.GREEN); break;
case 9: brick.setColor(Color.CYAN); break;
case 10: brick.setColor(Color.CYAN); break;
}
return brick;
}

/**sets up the bricks*/
private void setUpBricks(){
int x=0;
int y=0;
for(int i=0; i<NBRICK_ROWS; i++){
x=0;
y=rownum * BRICK_HEIGHT + BRICK_SEP * i + BRICK_Y_OFFSET;
for(int j=0; j<NBRICKS_PER_ROW + 1; j++){
add(brickDesign(), x, y);
x=(j * BRICK_WIDTH) + (BRICK_SEP * j);
}
rownum+=1;
}
}

/**initializes the paddle*/
private void paddle(){
int xCenter = WIDTH/2 - PADDLE_WIDTH/2;
paddle.setFilled(true);
add(paddle, xCenter, HEIGHT-PADDLE_Y_OFFSET);
}

/**moves the paddle*/
public void mouseMoved(MouseEvent e){
int x = e.getX();
if(x < WIDTH-PADDLE_WIDTH){
paddle.setLocation(x, APPLICATION_HEIGHT - PADDLE_Y_OFFSET);
}
}

/**sets up the ball*/
private void ball(){
ball = new GOval( WIDTH/2 - BALL_RADIUS, HEIGHT/2 - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2);
ball.setFilled(true);
add(ball);
vy = 3.0;
}

/**the animation*/
private void move(){
if (rgen.nextBoolean(0.5)) vx = -vx;
while(true){
ball.move(vx, vy);
checkWallColisions();
checkCollisions();
pause(PAUSE_TIME);
if(scoreINT == bricks * BRICKVAL){
break;
}
}
}

/**Checks for colisions with the wall*/
private void checkWallColisions(){
if(xWallCollision() == true){
xColide();
}
if(yWallCollision() == true){

yColide();
}

}

/**what to do in case of a x collision*/
private void xColide(){
if(vx>0){
vx = -1 * rgen.nextDouble(1.0, 3.0);
}else{
vx = rgen.nextDouble(1.0, 3.0);
}
}

/**what to do in case of a y collision*/
private void yColide(){
if(vx>0){
vx = rgen.nextDouble(1.0, 3.0);
}else{
vx = -1 * rgen.nextDouble(1.0, 3.0);
}
vy=-vy;
}

/**checks for an x wall colision*/
private boolean xWallCollision(){
if(ball.getX() + BALL_RADIUS*2 > WIDTH){
double bally=ball.getY();
ball.setLocation(WIDTH-BALL_RADIUS*2, bally);
return true;
}else if(ball.getX() < 0){
double bally=ball.getY();
ball.setLocation(0, bally);
return true;
}else{
return false;
}
}

/**checks for a y wall colision*/
private boolean yWallCollision(){
if(ball.getY() > HEIGHT - BALL_RADIUS*2){
return true;
}if(ball.getY() < 0){
return true;
}else{
return false;
}
}

/**gets coliders*/
private GObject getColidingObject(){
if(getElementAt(ball.getX(), ball.getY()) != null){
return getElementAt(ball.getX(), ball.getY());
}else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY()) != null){
return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY());
}else if(getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2) != null){
return getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2);
}else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2) != null){
return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2);
}else{
return null;
}
}

/**checks for brick and paddle colisions*/
private void checkCollisions(){
GObject colider = getColidingObject();
if(colider == paddle){
yColide();
}else if(colider == lives || colider == score){

}else if(colider != null){
yColide();
remove(colider);
scoreINT+=BRICKVAL;
score.setLabel("Score:" + scoreINT);
}
}
}

我可以让球四处弹跳,但是在移除所有积木并且球停止弹跳之前,循环就逃脱了。当分数达到所有积木都将消失的点时,循环将退出。然而,它达到那个点还为时过早。

/**the animation*/
private void move(){
if (rgen.nextBoolean(0.5)) vx = -vx;
while(true){
checkCollisions();
ball.move(vx, vy);
checkWallColisions();
pause(PAUSE_TIME);
//where i'm having issues - the loop is set to escape when the score reaches the point at which all the bricks will be gone but the score is reaching that point too early
if(scoreINT == bricks * BRICKVAL){
break;
}
}
}

/**gets coliders*/
private GObject getColidingObject(){
if(getElementAt(ball.getX(), ball.getY()) != null){
return getElementAt(ball.getX(), ball.getY());
}else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY()) != null){
return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY());
}else if(getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2) != null){
return getElementAt(ball.getX(), ball.getY() + BALL_RADIUS *2);
}else if(getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2) != null){
return getElementAt(ball.getX() + BALL_RADIUS *2, ball.getY() + BALL_RADIUS *2);
}else{
return null;
}
}

/**checks for brick and paddle colisions*/
private void checkCollisions(){
GObject colider = getColidingObject();
if(colider == paddle){
yColide();
}else if(colider == lives || colider == score){}else if(colider != null){
remove(colider);
yColide();
}
}

最佳答案

在您的 setUpBricks 方法中,看起来您正在创建 NBRICK_ROWS * (NBRICKS_PER_ROW + 1) 积木。但是在您的 move 方法中,您只检查 NBRICKS_PER_ROW * NBRICK_ROWS 砖 block 。

关于Java Breakout 游戏过早退出,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/1312812/

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