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Java 游戏编程第 1 部分 : Smooth Movement

转载 作者:行者123 更新时间:2023-11-30 11:26:34 27 4
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我是计算机类三人组的三分之一(高中新生)。对于我们的项目,我们决定用 Java 制作一个吃 bean 人风格的游戏。我们都没有太多经验,所以到目前为止,我们基本上都是在自学。我们已经取得了相当大的进步,但我们似乎在这一点上停滞不前。以下是我们的主要问题:

  1. 我们怎样才能让我们的吃 bean 人(胖子)顺利地穿过瓷砖?他一 block 一 block 地移动,但这看起来很不专业。此外,当您按住箭头键时,他会在屏幕上快速移动。我们如何才能防止这种情况发生?

(我还有其他事情需要帮助,但他们在不同的问题中)

感谢您的帮助!

到目前为止,这是我们的代码:

迷宫类:

package Fatman;

import javax.swing.*;

public class Maze {
public static void main(String[] args){
new Maze();
}

public Maze(){
JFrame f = new JFrame();
f.setTitle("Fatman!");
f.add(new Board());
f.setSize(816, 838);
f.setLocationRelativeTo(null);
f.setVisible(true);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}

map 类

    package Fatman;

import java.awt.*;
import java.io.*;
import java.util.*;
import javax.swing.*;

public class Map {

private Scanner m;
private String Map[] = new String[25];

private Image spaceregcandy,
srcb,
safehouse,
spacebigcandy,
blackspace,
space,
portal1,
portal2,
wall;

public Map(){

ImageIcon img = new ImageIcon("C:\\Users\\Martin\\Desktop\\Fatman Project\\spaceregcandy.png");
spaceregcandy = img.getImage();
//image icon has already been initiated, so it doesn't have to be written again
img = new ImageIcon("C:\\Users\\Martin\\Desktop\\Fatman Project\\spaceregcandyblue.png");
srcb = img.getImage();
img = new ImageIcon("C:\\Users\\Martin\\Desktop\\Fatman Project\\safehouse.png");
safehouse = img.getImage();
img = new ImageIcon("C:\\Users\\Martin\\Desktop\\Fatman Project\\wall232x.png");
wall = img.getImage();
img = new ImageIcon("C:\\Users\\Martin\\Desktop\\Fatman Project\\spacebigcandy.png");
spacebigcandy = img.getImage();
img = new ImageIcon("C:\\Users\\Martin\\Desktop\\Fatman Project\\blackspace.png");
blackspace = img.getImage();
img = new ImageIcon("C:\\Users\\Martin\\Desktop\\Fatman Project\\space.png");
space = img.getImage();
img = new ImageIcon("C:\\Users\\Martin\\Desktop\\Fatman Project\\portal1.png");
portal1 = img.getImage();
img = new ImageIcon("C:\\Users\\Martin\\Desktop\\Fatman Project\\portal2.png");
portal2 = img.getImage();

openFile();
readFile();
closeFile();
}

public Image getSpaceregcandy(){
return spaceregcandy;
}
public Image getSrcb(){
return srcb;
}
public Image getSafehouse(){
return safehouse;
}
public Image getWall(){
return wall;
}
public Image getSpacebigcandy(){
return spacebigcandy;
}
public Image getBlackspace(){
return blackspace;
}
public Image getSpace(){
return space;
}
public Image getPortal1(){
return portal1;
}
public Image getPortal2(){
return portal2;
}

public String getMap(int x, int y){
String index = Map[y].substring(x, x + 1);
return index;
//in y position, if y = 2, goes to second row (substring gets x position)
}

public void openFile(){

try{
m = new Scanner(new File("C:\\Users\\Martin\\Desktop\\Fatman Project\\map3.txt"));
}catch(Exception e){
System.out.println("error loading map");
}
}

public void readFile(){
while(m.hasNext()){
for(int i = 0; i < 25; i++){
Map[i] = m.next();
}
}

}

public void closeFile(){
m.close();
}
}

板类

package Fatman;

import java.awt.*;
import java.awt.event.*;
import java.io.BufferedReader;
import java.io.File;
import java.io.FileReader;
import java.io.FileWriter;
import java.io.IOException;

import javax.swing.*;

public class Board extends JPanel implements ActionListener{

/**
*
*/
private static final long serialVersionUID = 1L;

private Timer timer;

private Image player;

private Map m;
private Player p;

public Board(){

m = new Map();
p = new Player();
addKeyListener(new Al());
setFocusable(true);
timer = new Timer(1, this);
timer.start();
}

public void actionPerformed(ActionEvent e){
repaint();

}

public void paint(Graphics g){
super.paint(g);

for(int y = 0; y < 25; y++){
for(int x = 0; x <25; x++){
if(m.getMap(x, y).equals("o")){
g.drawImage(m.getSpaceregcandy(), x *32, y *32, null);
}
if(m.getMap(x, y).equals("O")){
g.drawImage(m.getSrcb(), x *32, y *32, null);
}
if(m.getMap(x, y).equals("x")){
g.drawImage(m.getWall(), x *32, y *32, null);
}
if(m.getMap(x, y).equals("H")){
g.drawImage(m.getSafehouse(), x *32, y *32, null);
}
if(m.getMap(x, y).equals("C")){
g.drawImage(m.getSpacebigcandy(), x *32, y *32, null);
}
if(m.getMap(x, y).equals("b")){
g.drawImage(m.getBlackspace(), x *32, y *32, null);
}
if(m.getMap(x, y).equals("s")){
g.drawImage(m.getSpace(), x *32, y *32, null);
}
if(m.getMap(x, y).equals("p")){
g.drawImage(m.getPortal1(), x *32, y *32, null);
}
if(m.getMap(x, y).equals("P")){
g.drawImage(m.getPortal2(), x *32, y *32, null);
}
}


}


g.drawImage(p.getPlayer(), p.getTileX() * 32, p.getTileY() * 32, null);

}

public class Al extends KeyAdapter{

public void keyPressed(KeyEvent e){
int keycode = e.getKeyCode();

if(keycode == KeyEvent.VK_UP){
if(!m.getMap(p.getTileX(), p.getTileY() -1).equals("x")){
if(!m.getMap(p.getTileX(), p.getTileY() -1).equals("b")){
}
p.move(0, -1);

System.out.println(m.getMap(p.getTileX(), p.getTileY()));

}
}

if(keycode == KeyEvent.VK_DOWN){
if(!m.getMap(p.getTileX(), p.getTileY() +1).equals("x")){
if(!m.getMap(p.getTileX(), p.getTileY() +1).equals("b")){
p.move(0, 1);
System.out.println(m.getMap(p.getTileX(), p.getTileY()));
}
}
}
if(keycode == KeyEvent.VK_LEFT){
if(!m.getMap(p.getTileX() - 1, p.getTileY()).equals("x")){
if(!m.getMap(p.getTileX() - 1, p.getTileY()).equals("b")){
p.move(-1, 0);
System.out.println(m.getMap(p.getTileX(), p.getTileY()));
}
}
}
if(keycode == KeyEvent.VK_RIGHT){
if(!m.getMap(p.getTileX() + 1, p.getTileY()).equals("x")){
if(!m.getMap(p.getTileX() + 1, p.getTileY()).equals("b")){
p.move(1, 0);
System.out.println(m.getMap(p.getTileX(), p.getTileY()));
}
}
}
}


public void keyReleased(KeyEvent e){

}

public void keyTyped(KeyEvent e){

}
}
}

玩家类

package Fatman;

import java.awt.Image;

import javax.swing.ImageIcon;

public class Player {

private int tileX, tileY;
private int dx, dy;

private Image player;

public Player(){

ImageIcon img = new ImageIcon("C:\\Users\\Martin\\Desktop\\Fatman Project\\FATMANsimplified32xbrown.png");
player = img.getImage();

tileX = 12;
tileY = 18;
}

public Image getPlayer(){
return player;
}
public int getTileX(){
return tileX;
}
public int getTileY(){
return tileY;
}

public void move(int dx, int dy){

tileX += dx;
tileY += dy;
}

}

有什么想法吗?

最佳答案

那么对于您的第一个问题,请认识到您只是在移动方法中递增图 block 编号,然后在该位置重新绘制播放器(递增 32 像素)。您需要比这更精细的粒度级别,即不是按图 block 本身递增,而是按部分图 block (例如,按 2 个像素)递增。这样 FatMan 的图像就需要更多的步骤才能从一个图 block 移动到另一个图 block 。显然,如果 FatMan 的图像在那段时间播放行走/运行动画,让运动看起来更自然,效果会更好。

所以......在无耻的 self 推销中,我邀请你在这里看看我的旧教程: https://sites.google.com/site/javagamescorner/home/animated-sprites

关于Java 游戏编程第 1 部分 : Smooth Movement,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19770707/

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