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我正在为编程课创建一个突破游戏。
import processing.serial.*;
//sets the conditions for winning
int lose = 1;
boolean flip_sensor_value = false;
//variable declarations for ports, paddles, conditions, and start/end
Serial myPort;
PFont myFont;
int lf = 10;
Paddle Paddle; //Error Here
Ball breakout;
int padWidth = 15;
int padHeight = 60;
int leftPaddlePos = 0;
int distWall = 20;
float lpp;
boolean Win = false;
PImage pStart;
PImage pEnd;
boolean Contact = false;
boolean started = false;
int timePlayed = 0;
//sets the game window up
void setup(){
size(1000, 600);
myFont = createFont("FFScala", 16);
textFont(myFont);
rectMode(CENTER);
ellipseMode(CENTER);
println(Serial.list());
//If the paddle isn't working set the number in the [] to 1, 2, or 3
myPort = new Serial(this, Serial.list()[0], 9600);
myPort.bufferUntil('\n');
Paddle = new Paddle(padWidth, padHeight, distWall, leftPaddlePos); //Error Here
//creates the ball
breakout = new Ball (15, width/2, height/2, 8, 2, 1, 1);
}
void showGUI() {
stroke(87, 36, 124);
line(width/2, 0, width/2, height);
textSize(16);
pushStyle();
fill(87, 36, 124);
popStyle();
//Tells you that you won
if (Win == true) {
textSize(48);
image(pEnd, 0, 0, width, height);
pushStyle();
fill(87, 36, 124);
text("YOU WIN!!!", width/2 - 175, 100);
popStyle();
}
}
void draw(){
background(247);
//dislplays and updates the Ball
breakout.display();
breakout.update();
Paddle.display(lpp);
//Shows the graphical user interface
showGUI();
if (started == false){
image(pStart, 0, 0, width, height);
println("Start");
}
timePlayed ++; //Controls the timer in the game
breakout.bRadius = breakout.bRadius + (timePlayed * 0.5);
}
void serialEvent(Serial myPort) {
String myString = myPort.readStringUntil('\n');
if (myString != null) {
myString = trim(myString);
// if you haven't heard from the microncontroller yet, listen:
if (Contact == false) {
if (myString.equals("hello")) {
myPort.clear(); // clear the serial port buffer
Contact = true; // you've had first contact from the microcontroller
myPort.write('A'); // ask for more
println("contact");
}
}else {
int sensors[] = int(split(myString, ','));
for (int sensorNum = 0; sensorNum < sensors.length; sensorNum++) {
println("Sensor " + sensorNum + ": " + sensors[sensorNum]);
}
if(sensors.length>1){
leftPaddlePos = sensors[0];
lpp = (float)leftPaddlePos;
if ( flip_sensor_value == false ) {
lpp = map(lpp, 0, 1023, 1, height);
}
else if ( flip_sensor_value == true ) {
lpp = map(lpp, 1023, 0, 1, height);
}
}
}
myPort.write("A");
}
}
void keyPressed() {
if (started == true) { //added for Start Screen
breakout.keyPressed();
} //added for Start Screen
if (started == false) { //added for Start Screen
started = true; //added for Start Screen
} //added for Start Screen
}
桨类
class Paddle{
float pWidth;
float pHeight;
float yPos;
float xPos;
Paddle(float ipWidth, float ipHeight, float ixPos, float iyPos) {
pWidth = ipWidth;
pHeight = ipHeight;
xPos = ixPos;
yPos = iyPos;
}
void display(float yPos) {
pushStyle();
fill(87, 36, 124);// or littleBits white(247)
rect(xPos, yPos, pWidth, pHeight);
popStyle();
}
}}
球类
class Ball {
Paddle Paddle; //Added so that it would accept the Class Paddle
float bAngle = 0; //added to keep track of ball's current angle
float bRadius; //add this line to create a vector for the ball
int bSize;
float xpos, ypos;
float xspeed, yspeed;
float xdir, ydir;
Ball(int ibSize, float ixpos, float iypos, float ixspeed, float iyspeed, float ixdir, float iydir) {
bSize = ibSize;
xpos = ixpos;
ypos = iypos;
xspeed = ixspeed;
yspeed = iyspeed;
xdir = ixdir;
ydir = iydir;
}
void display() {
pushStyle();
fill(87, 36, 124);
ellipse(xpos+bSize/2, ypos+bSize/2, bSize, bSize);
popStyle();
}
void update(){
xpos = xpos + (xspeed * xdir);
ypos = ypos + (yspeed * ydir);
calcRadius();
}
void keyPressed() {
if (keyCode=='`') {
newGame();
}
if (keyCode=='1') {
bSize++;
}
if (keyCode=='2') {
bSize--;
}
if (keyCode=='3') {
Paddle.pHeight++;
}
if (keyCode=='4') {
Paddle.pHeight--;
}
}
void reset() {
xpos = width;
ypos = height/2;
ydir = random(-1, 1);
float dir = random(-1, 1);
if (dir > 0) {
xdir = 1;
}
else if (dir <= 0) {
xdir = -1;
}
breakout.xspeed = 8; //reset ball speed
breakout.yspeed = 2; //reset ball speed
timePlayed = 0; //reset time played counter
bRadius = 8.25; //reset ball vector
}
void newGame(){
reset();
}
void calcRadius() { //added to calculate radius/vector of ball trajectory
bRadius = sqrt(pow(abs(xspeed), 2) + pow(abs(yspeed), 2)); //added to figure out ball vector
}
void lPadHitTest() {
if (xpos < Paddle.xPos - Paddle.pWidth/2 - bSize/2 //check to see if it's hitting paddle side to side
&& ypos < lpp + Paddle.pHeight/2 + bSize/2 //check to see if it's hitting paddle up and down
&& ypos > lpp - Paddle.pHeight/2 - bSize/2) //check to see if it's hitting paddle up and down
{
lPadAngle(); //change the angle of the ball depending where it hits the paddle
xdir *= -1; //turn the ball around so it bounces
}
}
void lPadAngle() {
if (ypos < lpp - 10) { //checks if y position is above the middle section of the right paddle
println(bAngle);
bAngle = bAngle + (map(abs(lpp - 10 - ypos), 0, 50, 0, 15)); //adds to angle of ball trajectory
xspeed = cos (radians(bAngle)) * bRadius; //change ball's x speed
yspeed = sin (radians(bAngle)) * bRadius; //change ball's y spped
println(bAngle);
}
if (ypos < lpp + 10) { //checks if y position is below the middle section of the right paddle
println(bAngle);
bAngle = bAngle - (map(abs(lpp + 10 - ypos), 0, 50, 0, 15)); //subtracts from angle of ball trajectory
xspeed = cos (radians(bAngle)) * bRadius; //change ball's x speed
yspeed = sin (radians(bAngle)) * bRadius; //change ball's y spped
println(bAngle);
}
xpos = Paddle.xPos + Paddle.pWidth/2 + bSize/2; //corrects for sticking in right paddle
}
我还没有完成真正使游戏突破的部分,但问题是我被抛出一个错误,上面写着“‘Paddle’类不存在。”
我尝试重新排序变量声明(尽管这并不重要),并且尝试修复“Paddle”类本身中的所有错误。
我曾经在“Ball”类中遇到过问题,但是我添加了
class Ball {
Paddle Paddle; //Added so that it would accept the Class Paddle
float bAngle = 0; //added to keep track of ball's current angle
...
}
它接受了它,所以我不确定问题是什么。
这是语法问题还是我遗漏了一些重要的东西?
最佳答案
您的大括号放错了位置:您的 Paddle
类末尾有一个额外的右大括号,并且您在末尾缺少一个右大括号您的 Ball
类。
这是一个快速而肮脏的示例,但是如果我解决了这个问题(我还删除了串行内容,因为它可能与您的问题无关),那么您的代码至少可以运行:
//sets the conditions for winning
int lose = 1;
boolean flip_sensor_value = false;
PFont myFont;
int lf = 10;
Paddle Paddle; //Error Here
Ball breakout;
int padWidth = 15;
int padHeight = 60;
int leftPaddlePos = 0;
int distWall = 20;
float lpp;
boolean Win = false;
PImage pStart;
PImage pEnd;
boolean Contact = false;
boolean started = false;
int timePlayed = 0;
//sets the game window up
void setup() {
size(1000, 600);
myFont = createFont("FFScala", 16);
textFont(myFont);
rectMode(CENTER);
ellipseMode(CENTER);
Paddle = new Paddle(padWidth, padHeight, distWall, leftPaddlePos); //Error Here
//creates the ball
breakout = new Ball (15, width/2, height/2, 8, 2, 1, 1);
}
void showGUI() {
stroke(87, 36, 124);
line(width/2, 0, width/2, height);
textSize(16);
pushStyle();
fill(87, 36, 124);
popStyle();
//Tells you that you won
if (Win == true) {
textSize(48);
image(pEnd, 0, 0, width, height);
pushStyle();
fill(87, 36, 124);
text("YOU WIN!!!", width/2 - 175, 100);
popStyle();
}
}
void draw() {
background(247);
//dislplays and updates the Ball
breakout.display();
breakout.update();
Paddle.display(lpp);
//Shows the graphical user interface
showGUI();
if (started == false) {
image(pStart, 0, 0, width, height);
println("Start");
}
timePlayed ++; //Controls the timer in the game
breakout.bRadius = breakout.bRadius + (timePlayed * 0.5);
}
void keyPressed() {
if (started == true) { //added for Start Screen
breakout.keyPressed();
} //added for Start Screen
if (started == false) { //added for Start Screen
started = true; //added for Start Screen
} //added for Start Screen
}
//Separate Tab
class Paddle {
float pWidth;
float pHeight;
float yPos;
float xPos;
Paddle(float ipWidth, float ipHeight, float ixPos, float iyPos) {
pWidth = ipWidth;
pHeight = ipHeight;
xPos = ixPos;
yPos = iyPos;
}
void display(float yPos) {
pushStyle();
fill(87, 36, 124);// or littleBits white(247)
rect(xPos, yPos, pWidth, pHeight);
popStyle();
}
}
//Separate Tab
class Ball {
Paddle Paddle; //Added so that it would accept the Class Paddle
float bAngle = 0; //added to keep track of ball's current angle
float bRadius; //add this line to create a vector for the ball
int bSize;
float xpos, ypos;
float xspeed, yspeed;
float xdir, ydir;
Ball(int ibSize, float ixpos, float iypos, float ixspeed, float iyspeed, float ixdir, float iydir) {
bSize = ibSize;
xpos = ixpos;
ypos = iypos;
xspeed = ixspeed;
yspeed = iyspeed;
xdir = ixdir;
ydir = iydir;
}
void display() {
pushStyle();
fill(87, 36, 124);
ellipse(xpos+bSize/2, ypos+bSize/2, bSize, bSize);
popStyle();
}
void update() {
xpos = xpos + (xspeed * xdir);
ypos = ypos + (yspeed * ydir);
calcRadius();
}
void keyPressed() {
if (keyCode=='`') {
newGame();
}
if (keyCode=='1') {
bSize++;
}
if (keyCode=='2') {
bSize--;
}
if (keyCode=='3') {
Paddle.pHeight++;
}
if (keyCode=='4') {
Paddle.pHeight--;
}
}
void reset() {
xpos = width;
ypos = height/2;
ydir = random(-1, 1);
float dir = random(-1, 1);
if (dir > 0) {
xdir = 1;
} else if (dir <= 0) {
xdir = -1;
}
breakout.xspeed = 8; //reset ball speed
breakout.yspeed = 2; //reset ball speed
timePlayed = 0; //reset time played counter
bRadius = 8.25; //reset ball vector
}
void newGame() {
reset();
}
void calcRadius() { //added to calculate radius/vector of ball trajectory
bRadius = sqrt(pow(abs(xspeed), 2) + pow(abs(yspeed), 2)); //added to figure out ball vector
}
void lPadHitTest() {
if (xpos < Paddle.xPos - Paddle.pWidth/2 - bSize/2 //check to see if it's hitting paddle side to side
&& ypos < lpp + Paddle.pHeight/2 + bSize/2 //check to see if it's hitting paddle up and down
&& ypos > lpp - Paddle.pHeight/2 - bSize/2) //check to see if it's hitting paddle up and down
{
lPadAngle(); //change the angle of the ball depending where it hits the paddle
xdir *= -1; //turn the ball around so it bounces
}
}
void lPadAngle() {
if (ypos < lpp - 10) { //checks if y position is above the middle section of the right paddle
println(bAngle);
bAngle = bAngle + (map(abs(lpp - 10 - ypos), 0, 50, 0, 15)); //adds to angle of ball trajectory
xspeed = cos (radians(bAngle)) * bRadius; //change ball's x speed
yspeed = sin (radians(bAngle)) * bRadius; //change ball's y spped
println(bAngle);
}
if (ypos < lpp + 10) { //checks if y position is below the middle section of the right paddle
println(bAngle);
bAngle = bAngle - (map(abs(lpp + 10 - ypos), 0, 50, 0, 15)); //subtracts from angle of ball trajectory
xspeed = cos (radians(bAngle)) * bRadius; //change ball's x speed
yspeed = sin (radians(bAngle)) * bRadius; //change ball's y spped
println(bAngle);
}
xpos = Paddle.xPos + Paddle.pWidth/2 + bSize/2; //corrects for sticking in right paddle
}
}
请注意,我所做的唯一一件事就是移动右大括号。您的代码可能有其他错误,但这修复了 ClassNotFound
错误。
如果您仍然无法使其正常工作,请提供 MCVE 。这意味着去掉串行代码等额外的东西,并尽可能多地进行硬编码。以下是 MCVE 应该有多大的示例:
void setup() {
Paddle paddle = new Paddle();
Ball ball = new Ball();
ball.paddle = paddle;
ball.testBall();
}
class Paddle {
void testPaddle() {
println("paddle");
}
}
class Ball {
Paddle paddle;
void testBall() {
println("ball");
paddle.testPaddle();
}
}
请注意,我已经删除了您所有的游戏逻辑,因为它与您的语法错误无关。通常在创建 MCVE 的过程中,您会自己发现错误。祝你好运。
关于java - 加工。类不存在,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/39511958/
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